[RELWIP] Sounds of Skyrim

Post » Thu May 24, 2012 2:17 pm

Sounds of Skyrim


Download:
The Dungeons (1.1) | http://skyrim.nexusmods.com/downloads/file.php?id=8601 | | http://steamcommunity.com/sharedfiles/filedetails/?id=9106 | | http://www.tesvskyrim.com/skyrim-content-9-sounds-of-skyrim--the-dungeons | |http://tesalliance.org/forums/index.php?/files/file/1124-sounds-of-skyrim-the-dungeons/ |
The Wilds (1.0.1) | http://skyrim.nexusmods.com/downloads/file.php?id=10886 | | http://steamcommunity.com/sharedfiles/filedetails/?id=13231 | | http://tesalliance.org/forums/index.php?/files/file/1138-sounds-of-skyrim-the-wilds/ |

What does it do?

Sounds of Skyrim adds around 450+ sound effects to the game that are played from thousands of hand-placed sound emission points. Sounds of Skyrim affects most cells and regions. From Civilization to the Dungeons; From the Wilds to Special Events, all situations will benefit from sound additions. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers hammering roofs. While at night, cats fight for territory, dogs bark, drunkards yell.



Released Modules



The Dungeons



The Dungeons includes 90+ sound effects to add life to the dungeons. The enemy type that inhabits a dungeon will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In Dwemer ruins inhabited by the Falmer, listen as you hear their distant, echoed screams. At dungeons' entrances, you also hear the exterior weather. If there's a thunderstorm raging outside, you'll hear the thunder rumbling in the fort or cave.



The Dungeons Soundlist


There’s a standard sound set for each type of dungeon: Cave, Dwemer Ruins, Forts/Burrows, Sewers and Mines. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Daedras or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. Daedric dungeons have demonic voices or daedras screaming.

Spoiler

Standard Caves

  • Rats squeaking about
  • Bats flapping-by

Standard Dwemer Ruins

  • Mechanical "bangs" and machinery.

Standard Forts/Burrows

  • Rats squeaking about
  • Stone impact echo
  • Doors being opened/slided/closed

Sewers

  • Rats squeaking about
  • Screeching Gates opened/closed

Mines

  • Creaking wood supports



The Wilds


The Wilds focuses on adding sound effects in Skyrim's wilderness. With the 94 new sound effects, the purpose of The Wilds is to audibly enlarge Skyrim's fauna with the addition of various animals, birds and insects that play according to weather, time of day and region. In the forests, for example, you'll hear the sounds of foxes, deers and ravens. At night, you'll hear wolves howling from far away or common loons calling others. In The Reach, you might hear the occasional mountain goat or hawk.


In addition to animals, The Wilds also adds rain-impact sounds on tents and wooden structures, sounds of rustling bushes to simulate the movements of small mammals that scatter away as you approach and sounds of calm water waves hitting wood on tree logs or structures that are partially submerged in water.



The Wilds Soundlist


Spoiler

  • Around 50 new bird sounds including crows, ravens, hawks, common loons, owls, sea gulls and other forest birds that are heard depending on the region, time of day and weather.
  • Insects flying-by your character’s ears.
  • Rustling bushes in forests.
  • Rodents running in the grass at night.
  • Water waves’ impact on small embarkations and docks.
  • Night animals (Coyotes, Wolves, sabrecats)
  • Day animals (Deers, Foxes, Mountain Goats)
  • Buzzing bee nest sound on the collectible nests.
  • Some ice sheets creak when you walk on them.
  • Rain impact on tents and wooden structures. (Not in cities or settlements)
  • Echo of rain dripping near exterior cave entrances.
  • Shoreline, waves and wind hear from the top of Solitude's Lighthouse


Work-In-Progress Modules




Civilization


Civilization focuses on sound effects heard in cities, settlements, villages and any location where Skyrim's mortals live. It adds 360 sound effects that include distant town shouts, cats & dogs, doors opening/closing and the possibility to hear these sounds and other exterior sounds from the inside of buildings, including thunder, rain and snowstorms.



Civilization Soundlist

Spoiler

  • Hear the rain from the inside of buildings. (Near windows, entrances and wooden rooftops)
  • Hear the impact of rain on tents and wooden structures.
  • Horses snort and neigh in stables
  • Hear cows and goats from a distance or from inside.
  • Hens clucking at dawn.
  • Around 60 SFX for city streets. People shout, dogs bark, cats fight, doors open and close, children play.
  • A looped city pvssyr background for the walled cities. (Possible to disable it or enable in all cities in the in-game config.)
  • Listen to the taverns' activity from the doorstep.
  • Around 40 SFX for taverns. People burp, shout, laugh, cough, break bottles or pull chairs.
  • Looped tavern pvssyr to fill the place. (Possible to disable it from in-game config)
  • Hear what's going on on the taverns' or factions' headquarters first floor if you're in the basemant. People walking over your head, chairs being pulled, thing falling on the floor or the front door being opened and closed during the tavern's busy hours
  • Cold wind whistling through the windows from inside buildings in the northern regions.
  • An echoed, looped ambience for castles.
  • Chants and godly sound atmospheres for temples. (Can be disabled in the in-game config)
  • On rainy days, listen to the rain hit the windows inside buildings.
  • On rainy days, listen to the rain's impact when it lands on tents.
  • Hear the blacksmith at work from the street if you pass by his front door or windows during opening hours. (If his forge is inside)
  • Snoring sound effects for many NPCs.
  • Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or College of Winterhold.
  • Military horns and soldiers marching heard from Solitude's Castle Dour Courtyard when the player is far from it. (And from the inside of buildings)



Special Events


This module focuses on specific quests and events. I will not give spoilers as to what quests will be affected, but some events like dragons attacking towns are given a "crowd panic" sound in which you hear the soldiers sounding the battle horns and the citizens screaming. A video will be released shortly that will reveal what it affects exactly. For now, it's a mystery.



Special Events Soundlist

Spoiler

  • People scream in horror and panic when a dragon hovers above a town.
  • A horn is sounded when a dragon flies above a town.
  • At the beginning of the game, the Imperial officer from the other carriage calls the names of the other prisoners.
  • Hercine's Daedric Quest:
    Spoiler
    The hunted werewolf growls and howls during the Hunt.
  • Vaermina's Daedric Quest:
    Spoiler
    The sounds of battle in Nightcaller Temple are heard in the corridors during the Dreamwalk.
  • Molag Bal's Daedric Quest:
    Spoiler
    When you have killed Vigilant Tynarus, you'll hear a distant choir of agonizing humans and a creepy atmosphere from below. As you go down the basemant and get closer to Molag Bal's shrine, the choir gets more and more creepier.
  • Civil War Quests:
    Spoiler
    Sounds of warfare during the sieges and fort assaults. Arrows fly-by, men scream while storming Whiterun, battle horns are sounded.



Trailers

http://www.youtube.com/watch?v=5fFZVF5iL18
http://www.youtube.com/watch?v=yAmYNTJDCsk
http://www.youtube.com/watch?v=p8H_XmMYN-s


For your ears' pleasure

http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-civilization/
http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-samples/
http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-special/

You have sound addition ideas, suggestions and comments? I'm all ears. :foodndrink:

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brenden casey
 
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Post » Thu May 24, 2012 1:25 pm

I loved your Oblivion mod, really looking forward to this. :D
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Monika Fiolek
 
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Post » Thu May 24, 2012 2:08 am

Oh. My. God. Yes.
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Project
 
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Post » Thu May 24, 2012 8:29 am

Mods like this, are the reason I ALWAYS turn off the stupid game music, because of the total heart-pounding immersion factor of Mods like this!

Crawling around in a dungeon and having the lights out, and the creepy ambient noises of the dungeon as the only thing I hear, gets my pulse going.
I've been surprised in other Bethesda Games because of the ambient sounds and literally yelled out loud and my mouse hand jumps, and makes my FPS view goes all over hell,
and my character usually ends up looking at the ceiling .
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Undisclosed Desires
 
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Post » Thu May 24, 2012 3:45 pm

Good to see you here Cliffworms! :foodndrink:
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N Only WhiTe girl
 
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Post » Thu May 24, 2012 7:01 am

Sounds are the life blood of adventure games.

Could I suggest three of my favourites: the hooting of any species of owl, the cry of the Common Loon (Common Diver) at dawn, and one I know you will never find, the cry of a rabbit being killed at night, the most terrible sound one can imagine.

Great work
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Stephanie Valentine
 
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Post » Thu May 24, 2012 3:07 pm

Groovy, Sounds of Cyrodiil is a great mod, look forward to Sounds of Skyrim!
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Juan Suarez
 
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Post » Thu May 24, 2012 7:23 am

Really looking forward to this. Sounds of Cyrodiil is fantastic.
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Nick Tyler
 
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Post » Thu May 24, 2012 1:01 am

Looped tavern pvssyr is a great idea to make the places feel alive. There's already at least one tavern having that in-game, the Bannered Mare in Whiterun, so that should be no problem for the rest. In my opinion, all taverns should have it.

I am actually one of the (probably) few people who think it's sad that they took out the absurd conversations between NPC's (you know "I saw a mudcrab the other day.", "Horrible creatures, I avoid them whenever I can", "But I hear their meat is rather tasty".). Those conversations were really making Oblivion come alive, although they were mostly laughable. Skyrim is a much more sad place without them, I think, so maybe sounds in other areas can make things better, eh.

Good luck with the project!
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celebrity
 
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Post » Thu May 24, 2012 5:25 am

Great to hear that. But to be fair, Bethesda sound director Lampert did for the most part a wonderful job. In the sea of complaints that Skyrim is having, the sound department is remarkably absent of complaints. Sure, there are some areas that needs better or new sound additions, but for a game this size Lampert did his job very well. I'm pretty sure I'll use some of your sounds to compliment Lampert's work.
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Greg Cavaliere
 
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Post » Thu May 24, 2012 5:31 am

Thanks!

Good to see you here Cliffworms! :foodndrink:

And to you as well! :foodndrink:

Sounds are the life blood of adventure games.

Could I suggest three of my favourites: the hooting of any species of owl, the cry of the Common Loon (Common Diver) at dawn, and one I know you will never find, the cry of a rabbit being killed at night, the most terrible sound one can imagine.

Great work

No problem for the first two. They're already in. As for the last...well...I guess I can go buy a rabbit and do some...."field tests".. :shifty:

Looped tavern pvssyr is a great idea to make the places feel alive. There's already at least one tavern having that in-game, the Bannered Mare in Whiterun, so that should be no problem for the rest. In my opinion, all taverns should have it.

I am actually one of the (probably) few people who think it's sad that they took out the absurd conversations between NPC's (you know "I saw a mudcrab the other day.", "Horrible creatures, I avoid them whenever I can", "But I hear their meat is rather tasty".). Those conversations were really making Oblivion come alive, although they were mostly laughable. Skyrim is a much more sad place without them, I think, so maybe sounds in other areas can make things better, eh.

Good luck with the project!

Oh it's great if there's already one. I'll use it in the other taverns then. Thanks for the tip.
I do miss some of those dialogue lines. It's a big step forward to have NPCs address each other by name and discuss specific matters with them, but it would have been great to hear them talk about your deeds again. (But maybe it's in the game and I have yet to hear them)


Great to hear that. But to be fair, Bethesda sound director Lampert did for the most part a wonderful job. In the sea of complaints that Skyrim is having, the sound department is remarkably absent of complaints. Sure, there are some areas that needs better or new sound additions, but for a game this size Lampert did his job very well. I'm pretty sure I'll use some of your sounds to compliment Lampert's work.

Skyrim's sound design is truly excellent and I applaud Mark Lampert and his team for doing such an excellent job in this department. :tops:
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Matt Gammond
 
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Post » Thu May 24, 2012 6:14 am

I'm really looking forward for this. I just watched your work on Oblivion yesterday and they definitely raised my hair in excitement. What a great job, sir! *watching*
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Spaceman
 
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Post » Thu May 24, 2012 4:29 pm

Glad to see you're back for Skyrim Cliffworms.

Do you have the call of Larks at all for the more temperate regions of Skyrim, during daytime?
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sarah
 
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Post » Thu May 24, 2012 8:27 am

I'm really looking forward for this. I just watched your work on Oblivion yesterday and they definitely raised my hair in excitement. What a great job, sir! *watching*

THanks Fhaarkaas! :foodndrink:

Glad to see you're back for Skyrim Cliffworms.

Do you have the call of Larks at all for the more temperate regions of Skyrim, during daytime?

I did a quick search on the sound resource I use and I get many samples of larks, though it's field recording so it's tricky to isolate the sound. I'll continue more research to get one...Unless I already have a lark in my bird sounds from Sounds of Cyrodiil. I renamed them all so unfortunately I do not know if I already had one. :P
This being said, I'll still have around 30 bird sounds so if the lark cannot be found, there'll be plenty of more birds to take its place. ;)


Well I've played a lot since I started the thread and I'm eager to start working on it with the Creation Kit. I've been taking notes as I play of sounds to add. In some dungeons where there's a battle going on between two groups, I'll add the echoes of shouts/screams/battle sounds that dissipate as you clear the area. Some special events should benefit from this as well.

I'll re-record the tavern and street sounds from Sounds of Cyrodiil with professional tools and more voices. With Skyrim's sound design being top notch, I want Sounds of Skyrim to sound just as good. :goodjob:
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Elena Alina
 
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Post » Thu May 24, 2012 1:50 pm

Here are two compilations of the Dwemer Ruins sound sets.

The first being the sounds you'll hear in the Dwemer Ruins inhabited only by the Dwemer machines or bandits. The second being what you hear in Dwemer Ruins inhabited by the Falmer. The first compilation is also heard in the Falmers' lairs, so that you do not only hear their screams.

Enjoy!

http://www.upload-mp3.com/files/327605_vjdv9/DwemerStandard.mp3
http://www.upload-mp3.com/files/327606_ip16h/DwemerFalmer.mp3

Note: The volume has been raised for easier listening. It'll be quieter in the game. :thumbsup:
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Emma Pennington
 
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Post » Thu May 24, 2012 3:11 pm

What is this onmvoice thing? doesnt work for me, soundcloud is much better ;).

Anyway, my only complaint from the Oblivion/Cyrodiil trailers is that a lot of those sounds are too "Loud" for being ambient sound, the rats and ruins and the forts and the undead caves especially.

Skyrims sound design is very carefully crafted in that nothing becomes overwhelming, where as most of these sounds are.

Just my personal preference andtaste, if your doing this for Skyrim, i'd advise to make it bit more subtle and more of sound scape, rather than a few random sound effects playing (some which i heard were rather low quality)

Just my two cents. Goodluck with this though :).
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Facebook me
 
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Post » Thu May 24, 2012 1:55 pm

Sounds amazing. Great job!
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Bad News Rogers
 
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Post » Thu May 24, 2012 10:53 am

What is this onmvoice thing? doesnt work for me, soundcloud is much better ;).

Anyway, my only complaint from the Oblivion/Cyrodiil trailers is that a lot of those sounds are too "Loud" for being ambient sound, the rats and ruins and the forts and the undead caves especially.

Skyrims sound design is very carefully crafted in that nothing becomes overwhelming, where as most of these sounds are.

Just my personal preference andtaste, if your doing this for Skyrim, i'd advise to make it bit more subtle and more of sound scape, rather than a few random sound effects playing (some which i heard were rather low quality)

Just my two cents. Goodluck with this though :).

What happens when you try to load the OnmVoice pages? It has always worked great on my side. ;)

The sounds in the Oblivion trailers had been put at a higher volume for easier distinction of the added sound effects. In-game, they blended in perfectly with the background. :goodjob:
Thanks for the feedback, Tyranick!

Sounds amazing. Great job!

Thanks!
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Emerald Dreams
 
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Post » Thu May 24, 2012 6:12 am

Great news. I loved the mod you made for Oblivion.
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Miragel Ginza
 
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Post » Thu May 24, 2012 4:28 am

Three more compilations for your ears. Once again, we are in the depths of Skyrim's dungeons:

http://www.upload-mp3.com/files/327603_kove6/FortsAndBurrows.mp3 - Echoed, distant impacts. Done by draugrs or human hand?
http://www.upload-mp3.com/files/327602_l116k/Sewers.mp3 - Metal gates creaking far in the corridors, rats squeaking and fighting, echoed distant impacts from the inhabitants.
http://www.upload-mp3.com/files/327604_nn2wy/FalmerScreams.mp3 - Falmers are blind and must rely on their hearing to sense danger. When they hear something, they scream to alert their brethren. When you hear these high pitched, distant screams, you know a Falmer tribe is waiting for you.


For the inhabitants' screams and the like, I do wonder if it's possible with a script command to know if an area has been cleared of monsters. Hopefully there's a function that can check this and thus, remove the dungeon inhabitant sounds when you've cleared an area.

Otherwise, I am pretty much done in sound research. I have distant sounds for most animals/creatures that you can hear at night or day from inside and outside. Like a lone wolf howling or several wolves howling at each other.

On the next update I will provide the "Horror" dungeon sound effects. These include ghosts, undead and Daedras sound effects played in the dungeons inhabited by these fine gentlemen we love to destroy.

EDIT: Oh and I also changed the Dwemer Standard sounds. The creaking did not please me and I muchly preferred subtle, echoed and reverbed metallic impacts. It fits the atmosphere better, http://www.onmvoice.com/play.php?a=76175

Great news. I loved the mod you made for Oblivion.

Thanks! :thumbsup:
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He got the
 
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Post » Thu May 24, 2012 4:27 pm

Three more compilations for your ears. Once again, we are in the depths of Skyrim's dungeons:

I use onmvoice too, however it doesn't work for some people, you could always try upload-mp3.com too, you can give a direct link and get that usual quicktime looking screen with the controls etc when the file plays.

I like the distance falmer screams, the bangs in the first two sound compilations a bit too purposeful, I think the Tombs in Morrowind and the Vaults in FO3 had some scary atmospheres
The main thing that irritates me about Skyrims caves and Dungeon etc, is they all sound like you're in a wind tunnel, I would like for the inside of the Dungeon or whatever to once in a while be a "shock",
because you just stepped in from outside where the wind is blowing and this particular dungeon is dead silent except for some drips etc, but most of the Dungeons seem louder than the actual weather outside sometimes,
it's pretty cliche in this game.

For certain Dungeons/Barrows/Caves I would go with "Less is more"
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Amanda savory
 
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Post » Thu May 24, 2012 10:34 am

I use onmvoice too, however it doesn't work for some people, you could always try upload-mp3.com too, you can give a direct link and get that usual quicktime looking screen with the controls etc when the file plays.

Thanks for the tip. The samples are now hosted on UploadMP3. :thumbsup:

I like the distance falmer screams, the bangs in the first two sound compilations a bit too purposeful, I think the Tombs in Morrowind and the Vaults in FO3 had some scary atmospheres
The main thing that irritates me about Skyrims caves and Dungeon etc, is they all sound like you're in a wind tunnel, I would like for the inside of the Dungeon or whatever to once in a while be a "shock",
because you just stepped in from outside where the wind is blowing and this particular dungeon is dead silent except for some drips etc, but most of the Dungeons seem louder than the actual weather outside sometimes,
it's pretty cliche in this game.

For certain Dungeons/Barrows/Caves I would go with "Less is more"

The dungeon sounds are controlled by a script that plays them once every 20-40 seconds (A random variable determines the time between the sounds). This way, you won't hear constantly them every 10 seconds. I also prefer quieter atmospheres for dungeons. While it's true the in-game dungeons have wind or noise, I find it necessary to fill the audio emptyness it would leave.
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Greg Swan
 
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Post » Thu May 24, 2012 12:14 pm

Just saw this WIP linked in another thread, very much looking forward to it!
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Marquis deVille
 
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Post » Thu May 24, 2012 5:05 am

Downloaded Sounds of Cyrodiil and will be downloading this one as well. Thanks, cant wait
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IM NOT EASY
 
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Post » Thu May 24, 2012 10:07 am

Here's a new sound effect. The dungeons are pretty much complete, so onwards to Special Events.
The following sound, which is still a work-in-progress, is one of the sounds played when a dragon flies-by a Stormcloak-occupied city. Only cities (Like Windhelm) or towns (Like Dawnstar or Riverwood) have this sound. Smaller settlements do not.

When a dragon attacks, there's the possibility that this sound is played, or only horns or only the people screaming. So that way it is not redundant, especially considering how the dragons love to launch frequent attacks there. :smile:
Imperial-Occupied towns have the Imperial battle horn instead of the Stormcloak's.

http://soundcloud.com/cliffworms/sounds-of-skyrim-dragon

Just saw this WIP linked in another thread, very much looking forward to it!
Downloaded Sounds of Cyrodiil and will be downloading this one as well. Thanks, cant wait

Thanks! :smile:
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Nathan Barker
 
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