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Re-enable com/helmet distortion

General mod discussion and requests.
mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

well... the files are pretty

Post by mayoko » Tue Apr 28, 2015 6:54 am

well... the files are pretty much identical and I can't see anything different in the vanilla fallout 3 files in FNVEdit. This is a needle in a hay stack!!! I need to find the farmer who placed the needle.


I have spent several days trying to find a solution to re-enable intercom modulation and I simply cannot test without it. Please help. Thank you.



mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

No TJ has stated it's the

Post by mayoko » Wed Apr 29, 2015 3:41 pm

No TJ has stated it's the same effect used on helmets, it was in before and it just wasn't working properly due to high bitrate making it sound like a dieing whale. So it was disabled.


Edit:


So unrelated, but very cool, I was fiddling around with the audio settings and did some comparisons to fallout 3, new vegas and skyrim. I find these really helped with voices blaring from other rooms like they're right next to you, also the ambient sounds seem to blend better now. It makes a subtle difference for me at least.


http://pastebin.com/LiJhG178


Also still trying to find a solution to re-adding modulation to intercoms and holotapes, however TJ is not sure it ever was in TTW (could this have possibly been lost between conversion due to different file structures and flags?) I cannot recall if that BoS intercom in FNV had any modulation applied to it.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I will look into it when I

Post by TJ » Sun May 17, 2015 12:23 am

I will look into it when I get time. I just don't normally have a lot of free time, and today is actually the first day I've modded 'for fun' in a very long time. yes


My project Dash is on Kickstarter!



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I can come up with decent

Post by RoyBatty » Fri May 20, 2016 12:49 pm

I can come up with decent bandpass filter settings in audacity and run intercom audio files through it.


Holotapes might be more tricky as I think they have some kind of noise added too, so I'll have to find something for that and mix it in.


Image

mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

You've got to be squidding me

Post by mayoko » Thu May 26, 2016 11:56 pm

You've got to be squidding me!  What have they (Obsidian) NOT broken? 0 hecks given. "Upgrades" (Still a good game.)


Makes me wonder if helmet modulation works in Vegas. (Irrelevant of course.)


I'd be interested to see what you could drum up Roy, I know GoldWave is capable of applying batch effects. You would need to know which lines are being spoken over the intercom too. I noticed that in some cases you can observe either "Dad" or Jonas both speaking normally while it also comes out of an intercom. (Not suprising, but interesting, I'd like to see that behavior in FO3 to hear if their voice is modulated or not while coming out of their mouth.)



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Helmet modulation works in NV

Post by RoyBatty » Fri May 27, 2016 2:20 am

Helmet modulation works in NV, but it doesn't sound exactly the same.


I think this stems from them adding 3D sound to the engine. Frankly I'd rather have the 3D sound.


Anything I do will be do-able via some kind of script and open source tools, I won't be using dbpoweramp, goldwave or any other such tool which must be purchased. This is also low priority for me and I won't get to it for a loooooooong time.


Image

mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

RoyBatty wrote:

Post by mayoko » Fri May 27, 2016 4:35 am

[quote=RoyBatty]


 


Helmet modulation works in NV, but it doesn't sound exactly the same.


I think this stems from them adding 3D sound to the engine. Frankly I'd rather have the 3D sound.


Anything I do will be do-able via some kind of script and open source tools, I won't be using dbpoweramp, goldwave or any other such tool which must be purchased. This is also low priority for me and I won't get to it for a loooooooong time.


[/quote]


I get you lad, I'd rather have it too. For the record, you can use dbpoweramp on a 30 day trial or atleast last I checked, so if you wanted to you can still do this manuallly. (ogg plugin and the trial.) I did it then, lol. (For anyone else that is reading.)



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RoyBatty
Gary
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There's already a script on

Post by RoyBatty » Fri May 27, 2016 1:07 pm

There's already a script on the forum for doing it with ffmpeg.


Also, please stop calling me lad, I'm not a child.


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Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I'd like to play around with

Post by Mystical Panda » Fri May 27, 2016 1:16 pm

I'd like to play around with that here. Do I need to:


1) Extract the sound files from the Sounds.bsa for just the F03 data?


2) Down convert only the ogg files to 24? or all of them? Or am I looking for specific sound files?


 



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RoyBatty
Gary
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Voices and MenuVoices are the

Post by RoyBatty » Fri May 27, 2016 1:21 pm

Voices and MenuVoices are the main ones, there are sounds also in every other BSA.


There's probably almost 200000 sound/voice files in total.


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