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Re: [MOD] Cleaned SoundClips

Posted: Thu May 16, 2019 10:20 pm
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

Re: [MOD] Cleaned SoundClips

Posted: Thu May 16, 2019 10:29 pm
by King of Worms
Some level 1 plugin sounds promissing ;)

Re: [MOD] Cleaned SoundClips

Posted: Fri May 17, 2019 3:38 pm
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.

Re: [MOD] Cleaned SoundClips

Posted: Tue Jul 02, 2019 3:55 pm
by emmathepony
How well would this utility work for DFU?

Re: [MOD] Cleaned SoundClips

Posted: Sat Dec 07, 2019 4:44 pm
by Rand
Is there a reason why this mod is not on Nexus?
(It seems like it's lonely on ModDB. :( ;) )

Re: [MOD] Cleaned SoundClips

Posted: Tue Apr 14, 2020 5:06 pm
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 :)

Re: [MOD] Cleaned SoundClips

Posted: Tue Apr 14, 2020 6:24 pm
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}

Re: [MOD] Cleaned SoundClips

Posted: Thu Dec 10, 2020 9:28 am
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.

Re: [MOD] Cleaned SoundClips

Posted: Thu Dec 10, 2020 10:14 am
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?

Re: [MOD] Cleaned SoundClips

Posted: Thu Dec 10, 2020 10:16 am
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