Tamriel Mixdown
- alphaTECH
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Re: Tamriel Mixdown
You've adjusted the gain (-eadb) on a whole heap of them. Was that intentional?
- pango
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Re: Tamriel Mixdown
Hi,
I used the RMS levels adjustments in your mixdown as reference, assuming you modified the volume of whole samples; Those conversion instructions should be run on original DAGGER.SND
What I did (mostly Unix command lines):
Create the table of RMS levels from original DAGGER.SND:
Do the same on your mixdown DAGGER.SND to create a second table of RMS levels.
Create the table of output names from Daggerfall Unity's SoundClips.cs:
Join all tables and create conversion instructions (spaces in -t" " are tabs):
I used the RMS levels adjustments in your mixdown as reference, assuming you modified the volume of whole samples; Those conversion instructions should be run on original DAGGER.SND
What I did (mostly Unix command lines):
Create the table of RMS levels from original DAGGER.SND:
Code: Select all
(Run DaggerSoundExtract.exe under Wine)
$ for i in *.wav; do mv "$i" "${i%.wav}.raw"; done
$ for i in *.raw; do sox -r 11k -e unsigned -b 8 -c 1 "$i" "wav11k8b/${i%.raw}.wav"; done
$ for i in *.wav; do echo -e "$i\t$(sox "$i" -n stats 2>&1 | sed -ne 's@^RMS lev dB *\(.*\)@\1@p')"; done > rms.lst
Create the table of output names from Daggerfall Unity's SoundClips.cs:
Code: Select all
$ ls *.wav|perl -ne '$fn = $_; chomp $fn; $n = $fn; $n =~ s@^0{0,2}(\d+)_\d+\.wav$@\1@; $map = `grep "= $n," ~/src/daggerfall-unity/Assets/Scripts/SoundClips.cs | tail -n1`; chomp $map; $map =~ s@^\s*(\w*).*@\1@; if ($map eq "") { $map = $n } print "$fn\t$map\n"' > dfu_names.lst
Code: Select all
$ join -t " " rms.lst ../../mixdown/wav11k8b/rms.lst|join -t" " - dfu_names.lst|perl -ne 'chomp; @args = split(/\t/); $gain = $args[2] - $args[1]; print "ecasound ".($gain != 0 ? "-eadb:$gain " : "")."-i resample-hq,11025,$args[0] -f:16,1,44100 -o ../wav44k16b-mixdown/$args[3].wav\n"'
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- King of Worms
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Re: Tamriel Mixdown
Thanks for Info Helegad! I downloaded it
Pango, why it would not be safe to share? Id like to see the files, Im curious.
Pango, why it would not be safe to share? Id like to see the files, Im curious.
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- pango
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Re: Tamriel Mixdown
Okay, here they are
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- alphaTECH
- Posts: 142
- Joined: Sun Oct 07, 2018 6:24 am
Re: Tamriel Mixdown
Ah, I see, I thought you converted directly from my files. Good thinkingpango wrote: ↑Tue Oct 16, 2018 5:33 am Hi,
I used the RMS levels adjustments in your mixdown as reference, assuming you modified the volume of whole samples; Those conversion instructions should be run on original DAGGER.SND
What I did (mostly Unix command lines):
Create the table of RMS levels from original DAGGER.SND:Do the same on your mixdown DAGGER.SND to create a second table of RMS levels.Code: Select all
(Run DaggerSoundExtract.exe under Wine) $ for i in *.wav; do mv "$i" "${i%.wav}.raw"; done $ for i in *.raw; do sox -r 11k -e unsigned -b 8 -c 1 "$i" "wav11k8b/${i%.raw}.wav"; done $ for i in *.wav; do echo -e "$i\t$(sox "$i" -n stats 2>&1 | sed -ne 's@^RMS lev dB *\(.*\)@\1@p')"; done > rms.lst
Create the table of output names from Daggerfall Unity's SoundClips.cs:Join all tables and create conversion instructions (spaces in -t" " are tabs):Code: Select all
$ ls *.wav|perl -ne '$fn = $_; chomp $fn; $n = $fn; $n =~ s@^0{0,2}(\d+)_\d+\.wav$@\1@; $map = `grep "= $n," ~/src/daggerfall-unity/Assets/Scripts/SoundClips.cs | tail -n1`; chomp $map; $map =~ s@^\s*(\w*).*@\1@; if ($map eq "") { $map = $n } print "$fn\t$map\n"' > dfu_names.lst
Code: Select all
$ join -t " " rms.lst ../../mixdown/wav11k8b/rms.lst|join -t" " - dfu_names.lst|perl -ne 'chomp; @args = split(/\t/); $gain = $args[2] - $args[1]; print "ecasound ".($gain != 0 ? "-eadb:$gain " : "")."-i resample-hq,11025,$args[0] -f:16,1,44100 -o ../wav44k16b-mixdown/$args[3].wav\n"'
- pango
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Re: Tamriel Mixdown
That looks promising...
Make all sound effects respect volume setting (by Allofich)
Make all sound effects respect volume setting (by Allofich)
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- alphaTECH
- Posts: 142
- Joined: Sun Oct 07, 2018 6:24 am
Re: Tamriel Mixdown
Was that specifically a DFUnity problem? All SFX respected the volume slider in OG Daggerfall, at least they did for me.
Anybody got any feedback for Tamriel Mixdown?
Anybody got any feedback for Tamriel Mixdown?
- pango
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Re: Tamriel Mixdown
The patch (re-)sets the volume in several places, I assume in some cases it didn't (say, sounds triggered by quest events, stuff like that). Also, that ensures that if you modify the volume slider, it will immediately take effect (or a close approximation).
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
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Re: Tamriel Mixdown
I removed noise some AmbiantCrickets.wav
Was simple enough for this one, as you can select silence between chirps. Also, they're higher pitched than background noise
Was simple enough for this one, as you can select silence between chirps. Also, they're higher pitched than background noise
- Attachments
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- AmbientCrickets.zip
- (95.61 KiB) Downloaded 269 times
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
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Re: Tamriel Mixdown
Ok, it took the whole afternoon, but I filtered noise (hiss) from all sounds the best I could:
SoundClips-1.2.zip
I removed the sounds not used in game (all numbered wav files), so it's a bit smaller.
They're still some sounds I've not totally satisfied with:
The AmbiantPeople*.wav have unique noise and no silence, so they're hard to clean (but maybe not impossible).
Others are in a bad shape to start with, so maybe I just don't know how to get better results out of them...
SoundClips-1.2.zip
I removed the sounds not used in game (all numbered wav files), so it's a bit smaller.
They're still some sounds I've not totally satisfied with:
Code: Select all
AmbiantPeople1.wav
AmbiantPeople2.wav
AmbiantPeople3.wav
AmbiantPeople6.wav
EnemyFrostDaedraAttack.wav
EnemyIceAtronachAttack.wav
EnemyIronAtronachAttack.wav
Spooky2.wav
SpookyHigh2.wav
Others are in a bad shape to start with, so maybe I just don't know how to get better results out of them...
Last edited by pango on Mon Dec 17, 2018 2:17 am, edited 1 time in total.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart