[MOD] Cleaned SoundClips

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pango
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Re: [MOD] Cleaned SoundClips

Post by pango »

pango wrote: Sun May 05, 2019 8:03 pm
King of Worms wrote: Sun May 05, 2019 9:29 am Is there some huge obstacle preventing us from implementing basic EAX? To add echo to the indoors, esp dungeons? And to make the sound more sofisticated?
I could be wrong, but I think effects like reverb need informations like room sizes and wall materials sound properties...
And I don't think the dungeons provide such informations, only walls and objects, but most likely no concept of rooms or corridors...
I came across an interesting comparison of sound spatializers for Unity... It seems those don't need any concept of "room" to do their magic
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King of Worms
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Re: [MOD] Cleaned SoundClips

Post by King of Worms »

Some level 1 plugin sounds promissing ;)

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jayhova
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Re: [MOD] Cleaned SoundClips

Post by jayhova »

It looks like Resonance Audio is the only one that covers IOS. It doesn't look like Oculus even covers Linux right now.
Remember always 'What would Julian Do?'.

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emmathepony
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Re: [MOD] Cleaned SoundClips

Post by emmathepony »

How well would this utility work for DFU?

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Rand
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Re: [MOD] Cleaned SoundClips

Post by Rand »

Is there a reason why this mod is not on Nexus?
(It seems like it's lonely on ModDB. :( ;) )

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King of Worms
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Re: [MOD] Cleaned SoundClips

Post by King of Worms »

Hi, Ive noticed some of the sounds are missing in the 1.3 pack
In the readme, you say there are some unused sounds placed in the pack 1.0 but I cant find the download..

Do you please happen to have all the sounds in wav so I can check for those?

Its the sound of the mantella crux chest opening, and the sound of you touching the final gem in the same dungeon.

Thank you :)

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pango
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Re: [MOD] Cleaned SoundClips

Post by pango »

Here are the sounds I converted, volume-adjusted, but never cleaned because I didn't think any of those "numbered" sounds were in use.
I assume the sounds you're looking for are #17 and #21?

P.S. If it saves you some time, the second archive contains a lot of duplicate sounds.
{246,247,248} = {249,250,251} = {252,253,254} = {255,256,257} = {258,259,260} = {261,262,263} = {264,265,266} = {267,268,269} = {270,271,272} = {273,274,275} = {276,277,278} = {279,280,281} = {282,283,284} = {285,286,287} = {288,289,290} = {291,292,293} = {294,295,296}
Attachments
SoundClips-1.0-2.7z
(1.56 MiB) Downloaded 155 times
SoundClips-1.0-1.7z
(1.29 MiB) Downloaded 145 times
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robertcaseydavis
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Re: [MOD] Cleaned SoundClips

Post by robertcaseydavis »

Plz halp!

Been tinkering with SoundFonts for hours and can't get to work. Can't sort out what I've missed. Seems simple, other ppl don't seem to have a problem.

I've copied pango's .wav files into a file I named "soundmod," under SoundFonts.

I went to settings.ini and updated under [Audio]:

"SoundFont = soundmod.sf2"

Nothing changes. I've tried different file names, I've tried putting the .wav files straight in the SoundFonts file.

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King of Worms
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Re: [MOD] Cleaned SoundClips

Post by King of Worms »

I might be slow but.... what is it you try to accomplish exactly? To put this files ingame so they play instead of old ones?

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pango
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Re: [MOD] Cleaned SoundClips

Post by pango »

Hi robertcaseydavis,

SountFonts is a format for storing instrument sounds used by music synthesis.
Daggerfall Unity sound clips are noise effects, that's totally unrelated (and I don't remember using SoundFonts term in this thread).

Installation instructions can be found at the end of first post
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