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Adding modulation back to intercoms/holotapes

General mod discussion and requests.
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purebredshoe
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Joined: Tue May 03, 2016 6:55 am

Adding modulation back to intercoms/holotapes

Post by purebredshoe » Tue May 03, 2016 7:03 am

So I just batch converted all of the Fallout 3 .ogg voice files to be at 22KHz, and as far as helmet modulation/distortion goes it's fixed. Intercoms and holotapes however, don't have such filters. So my question is how would I go about adding it back in?


Edit: Just wanted to give mayoko huge props for figuring out how to change the frequency on a mass scale, it drove me nuts for years hearing that ungodly popping from helmets.



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RoyBatty
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Could you share your batch

Post by RoyBatty » Tue May 03, 2016 11:15 am

Could you share your batch conversion method/script please. I think many of us would appreciate the work you did on that.


As for modulation on tapes and intercoms, the only way I can think of to do that is to find all the voice files in GECK that have that modulation, open them in FO3 GECK and capture them modulated from there.


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TrickyVein
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Are you sure it wasn't from

Post by TrickyVein » Tue May 03, 2016 11:59 am

Are you sure it wasn't from this post?



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RoyBatty
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Yeah thanks Tricky, forgot

Post by RoyBatty » Tue May 03, 2016 2:05 pm

Yeah thanks Tricky, forgot about it. :D


I'll look into the modulation stuff.


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purebredshoe
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I just used the batch

Post by purebredshoe » Tue May 03, 2016 4:35 pm

I just used the batch converter built into dBpoweramp. Converted 45000 files in 15 minutes or so. Thanks for looking into this though.



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

Just to make some things

Post by mayoko » Sat May 28, 2016 8:40 am

Just to make some things clear if you're going to be doing this in dBpoweramp via trial/ogg vorbis codec (separate download on their website):


After starting the batch converter "ogg vorbis"  should be set to resample to 24Khz (frequency),  set to Quality (VBR) and drag the slider furthest to the right (variable bit rate is VARIABLE it will not effect quality and is efficient so long as you give it the wiggle room.), leave rest of variables "[as source]". Make sure to click "add" at the bottom right of the batch manager, Add DSP Effect > ID Tag Processing, click "Deletions" tab and select "all tags" to the right. (ID Tags have been known to cause unusual delay with radios in the FO3 engine, I don't know if this bug is present in FNV.) [Wave should be set to uncompressed and only frequency should be changed to 24Khz, repeat same step regarding ID Tags.]


Mind the format, if you are converting wav, set the filter to wave, for ogg vorbis click ogg and deselect the others. They need to be the same format, so you should be prompted for an override. The converter will remember the settings for each codec.


Don't bother converting any mp3s, the ones you need to convert are wav and ogg format. One thing to remember is bethesda softworks archives have audio files packaged with other assets, don't be fooled by file names. (If in doubt check the BSA in BSA Browser.) I recommend converting all ogg/wav files. This can be a time consuming process, but IMO worth it.


Use your favorite BSA extractor, personally I use FOMM's BSA Explorer standalone (a fork on the skyrim nexus.)


One last note, at the time of writing there are no tools capable of repackaging audio assets into Bethesda Software Archives, so you'll be loading these as loose files to your game. (Mod Organizer or NMM is excellent for managing loose files, alternatively you can backup the default contents of your music/sound folder for a painless restoration. (Another method is to use SFV ninja tool to generate a checksum file for comparison prior to dropping the loose files in.)


Contraindications: Interestingly, FNV has some (very, very few) dialog/sounds in 32KHz, left to speculation perhaps a mistake, or perhaps 32KHz would work, I'm not up to testing to find out.


Big thanks to RoyBatty for the sample rate info/advice and inspiring me to find a free method to convert the audio on a mass scale in early-mid 2015. [img]https://www.taleoftwowastelands.com/sites/all/modules/drupalchat/smileys/very_emotional_emoticons-png/png-32x32/high_five.gif[/img]



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

Thanks Mayoko! I've

Post by Mystical Panda » Mon May 30, 2016 4:19 pm

Thanks Mayoko! I've definitely got it on my list of things to play around with. I want to see if I can replicate the "crash" Roy's describing with the converted audio files in game - try and help track down the problem if possible. If they were repackaged in a BSA format and nothing yet exists to do that successfully, that might explain the problem with the crashing. It should be pretty easy to test if it doesn't crash before being packaged, yet does afterwards (in a BSA format) somewhere. I'm pretty sure it's the latter causing the problem.



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

Mystical Panda wrote:

Post by mayoko » Wed Jun 01, 2016 7:26 pm

[quote=Mystical Panda]


 


Thanks Mayoko! I've definitely got it on my list of things to play around with. I want to see if I can replicate the "crash" Roy's describing with the converted audio files in game - try and help track down the problem if possible. If they were repackaged in a BSA format and nothing yet exists to do that successfully, that might explain the problem with the crashing. It should be pretty easy to test if it doesn't crash before being packaged, yet does afterwards (in a BSA format) somewhere. I'm pretty sure it's the latter causing the problem.


[/quote]


Roy has already tested it, no need.



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