Here is a testing release of the 37 sounds I did. They have been level-matched with the originals as much as possible and conformed to 16 bit, 44.1kHz.
To install, unzip and copy to StreamingAssets (where you can find your Mods folder). So it should be /StreamingAssets/Sound.
I had to start over and am very inexperienced with playing Daggerfall so I haven't been in situations where I can test all the sounds. But I did run around the opening dungeon and outside to make sure the sounds were loading.
Earlier versions of DFU did not work correctly for me - certain mods, key bindings (especially mouse for attack swings). With the latest version of DFU and DREAM everything is working very very well. This means I have already done more playing today than I have in the past because it actually works right. This means it is a lot easier to tell what sounds happen the most in-game, would really benefit from replacement, and don't require extensive sound design.
-The snow footsteps especially sound bad.
-I already gathered sounds for parries but there are 9 of them and it is not particularly fun.
-Arrow hit. I already did arrow shoot.
-EnemyRat.
-EnemyHuman
-various human pain sounds
-Hit sounds
Most of these sounds are kind of boring but now that I'm actually playing, I can see how they would make a big impact.
Re: Azteca's Sound Effects Replacement Project
Posted: Tue Jul 30, 2019 9:34 pm
by Hazelnut
Sounds excellent, look forward to hearing what you come up with.
Re: Azteca's Sound Effects Replacement Project
Posted: Wed Jul 31, 2019 5:44 am
by emmathepony
Bookmarking this, more sounds are welcome.
Do you think you can add correct/varying footstep sounds? I don't mean replace the existing ones but add onto them. Like... wearing leather boots should sound different to chain or metal, walking on wood should be different to stone... etc...?
Re: Azteca's Sound Effects Replacement Project
Posted: Wed Jul 31, 2019 2:42 pm
by Azteca
emmathepony wrote: ↑Wed Jul 31, 2019 5:44 am
Do you think you can add correct/varying footstep sounds? I don't mean replace the existing ones but add onto them. Like... wearing leather boots should sound different to chain or metal, walking on wood should be different to stone... etc...?
It's something I wondered about as well. Footsteps, Halt could benefit from additional sounds. There are already two footsteps each for stone, outside, snow and wood but it really is like a left and right, so only one set for each environment.
It will eventually take coding for the game to know when to trigger additional sounds. Someone will have to decide on randomness, weighting things, etc.
In the meantime I am about 10% through the existing sounds so I'm trying to keep my eye on the ball Expanding DFU's sound capabilities is for after we hit 1.0.
Something else I wonder about is all of the unused sounds and if they can be easily implemented. I count about 111 unused sounds based on Pango's cleaned sound clips vs. Interkarma's documentation.
Examples include 19 female pain sounds for the various races, 22 male pain sounds for the various races, and footsteps on metal. Another 30 are just sound effects from Arena. Some of the sounds that exist in the game already are just reused sound effects with a different file name, so I would like to give unique sounds when possible.
emmathepony wrote: ↑Wed Jul 31, 2019 5:44 am
Do you think you can add correct/varying footstep sounds? I don't mean replace the existing ones but add onto them. Like... wearing leather boots should sound different to chain or metal, walking on wood should be different to stone... etc...?
Something else I wonder about is all of the unused sounds and if they can be easily implemented. I count about 111 unused sounds based on Pango's cleaned sound clips vs. Interkarma's documentation.
Examples include 19 female pain sounds for the various races, 22 male pain sounds for the various races, and footsteps on metal. Another 30 are just sound effects from Arena. Some of the sounds that exist in the game already are just reused sound effects with a different file name, so I would like to give unique sounds when possible.
That sounds interesting they exist in the game but are unused, I'm all for cut content restoration mods.
Re: Azteca's Sound Effects Replacement Project
Posted: Wed Jul 31, 2019 5:50 pm
by Hazelnut
I though Allofich had used all the pain sounds when he did a pass on combat, but it's a very vague recollection.
Re: Azteca's Sound Effects Replacement Project
Posted: Wed Jul 31, 2019 7:02 pm
by Azteca
Hazelnut wrote: ↑Wed Jul 31, 2019 5:50 pm
I though Allofich had used all the pain sounds when he did a pass on combat, but it's a very vague recollection.
Thanks for the info. I was going solely off of the DFTools I linked. If those sounds are already reimplemented, awesome.
I spent some time today. Here's what I accomplished:
Next up:
-Parries - 4 remaining.
-Arrow hit
-EnemyGiantbat (uses rat sounds in vanilla - confused me after I replaced rat sounds!)
-EnemyHuman
-various human pain sounds
-Hit sounds
-BirdCall2
-Burning (torch & regular fire)
-AmbientDoorOpen/DungeonDoorOpen
This should vastly improve my experience running around in Privateer's Hold and its snowy surroundings.
I don't want to share a new .zip every time I finish a few sounds, so here is a new link to a folder. This way, anyone interested can get new sounds in their game sooner. https://www.dropbox.com/sh/5ztv61pxzqga ... 7l9Va?dl=0
Re: Azteca's Daggerfall Sound Replacement
Posted: Wed Jul 31, 2019 7:07 pm
by Azteca
Also, I've changed the name to Azteca's Daggerfall Sound Replacement, or ADSR. My audio folks will get it.
Re: Azteca's Daggerfall Sound Replacement
Posted: Wed Jul 31, 2019 7:50 pm
by King of Worms
Azteca wrote: ↑Wed Jul 31, 2019 7:07 pm
Also, I've changed the name to Azteca's Daggerfall Sound Replacement, or ADSR. My audio folks will get it.
Nice name, thanks for keeping it open. Lets see how it turns up when its done.
Pain sounds are implemented, 3 for each race/gender
But I think 3rd one is never used, its the death sound
Would be cool to have em played MAYBE. Thing is, they would be triggered with a last hit, and than theres instant switch to dead body... so the sound would be emited from dead body. Might be good tho, last scream from a slain enemy! Or it would appear strange. U never know until u try. My guess is, it would be ok.