[MOD] Lower shieldnoise and humming in Stations / replace sounds example

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Scrappy Coco
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[MOD] Lower shieldnoise and humming in Stations / replace sounds example

Post by Scrappy Coco » Wed, 20. Nov 13, 03:18

Dear Community,

this is the first Mod in my life, use at own risk. After install I could use my save-files, but not the quicksave-slot. So save your saves.

What does the mod do ?
It replaces the sound in landing areas and inside stations. I am playing with headphones, and I serously got slightly mad when staying to long in a station because of that humming sound. Looking at the original sound.xml of the game, that bloody sound came out of the lights, shild generators and ventingmachines, sometimes you hear it 3-4 times at once, depending on where you are...

So here is a more decent replacement, and it sounds much more better.

And btw , I changed that crappy Trance barsound into a other. feel free to mod the mod with your favorite loop - just put it in the /sfx/ambient/platform and rename it to interior_bar_music_03.wav - use 16-Bit PCM WAV MONO - I tried leghth up to 1 min, but it propably works with longer loops.


Installation
Create folder "extensions" if not exists in C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth - or whereever your Steam is located.
extract the ZIP archive there, start game.



Download
http://www.xlr8.at/downloads/better_ambient_sfx.zip
or

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Now I know how to tweek the game, nice ;) Thanks to the community here !

Yours Scrappy Coco !
Last edited by Scrappy Coco on Wed, 20. Nov 13, 11:44, edited 1 time in total.

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enenra
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Post by enenra » Wed, 20. Nov 13, 03:34

Use this. :)

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ICO_hr
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Post by ICO_hr » Wed, 20. Nov 13, 06:36

Thanks fot the tip, i already listen End of Line from Tron in bars. :)
Again thanks!

Btw can you release the rest of the music for moding.I really want to put some Battlestar Galactica Music especially in fights.BSG OST makes everything even more epic. :D
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Deleted User

Post by Deleted User » Wed, 20. Nov 13, 09:19

wav and mono.

theoretically we could also overwrite the other ones?

what if instead we wanted to add new ones?

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Scrappy Coco
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Joined: Mon, 18. Nov 13, 15:28

Post by Scrappy Coco » Wed, 20. Nov 13, 10:40

ICO_hr wrote:Thanks fot the tip, i already listen End of Line from Tron in bars. :)
Again thanks!

Btw can you release the rest of the music for moding.I really want to put some Battlestar Galactica Music especially in fights.BSG OST makes everything even more epic. :D
This is harder, because the music in the bar etc are SFX, the music while fighting are in folder music, filetype .xwma, I can not open them, and I didn´t find out how they are encoded. What I see is, they are listed in a .xml-file with BPM, leghth , so you have a fluent mix of sound.

There are 4 files for the bar-music, I only heard that trance sound, and the ambient-sound in the "corner"-separés. They are changed easily.

Cheers Scrappy

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Scrappy Coco
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Post by Scrappy Coco » Wed, 20. Nov 13, 10:46

Dark_Ansem wrote:wav and mono.

theoretically we could also overwrite the other ones?

what if instead we wanted to add new ones?
then someone should find out, how you put the sound area to the 3d-Map. or a object (well its the same). I have seen most of the effect-parameters like filter or distance.

Code: Select all

   <volumecurve>
        <point distance="0.0" volume="1.0" />
        <point distance="0.1" volume="1.0" />
        <point distance="0.25" volume="0.1" />
        <point distance="1.0" volume="0.0" />
      </volumecurve>

    <effects>
      <filter mode="lowpass" frequency="0.8" oneoverq="1.5" />
      <reverb room="room" roomsize="1.0" drymix="0" density="100.0" />
    </effects>

This speaks for itself. you could add sounds at the same 3d coords,
I found this, I am thinkin of randomizing the bar sound

Code: Select all

		<sample selection="random">
			<select start="sfx\ambient\ship\cockpit_random_beep_06" weight="2"/>
			<select start="sfx\ambient\ship\cockpit_random_beep_08" weight="2"/>
			<select start="sfx\ambient\ship\cockpit_random_2_2" weight="1"/>
			<select start="sfx\ambient\ship\cockpit_random_4_2" weight="1"/>
			<select start="sfx\ambient\ship\cockpit_random_5_2" weight="1"/>
			<select start="sfx\ambient\ship\cockpit_random_5_8" weight="1"/>
			<select start="sfx\ambient\ship\cockpit_sparks_04" weight="1"/>
			<select start="sfx\ambient\ship\cockpit_sparks_05" weight="1"/>
		</sample>
		<volume start="0.1" distance="0.01" />
		<random_noise interval="20" />
Hehe... I´ll try that after work, I really need some time off

Cheers.

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Scrappy Coco
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Post by Scrappy Coco » Thu, 21. Nov 13, 23:37

I feel kinda left out of the Community Mods Threat , so I´ll push it up once more :) I did name it [MOD] even if it´s just a audio mod -

Cheers !

Scrappy Coco

Deleted User

Post by Deleted User » Thu, 21. Nov 13, 23:39

it deserves to be!

I tried to do some more research but I couldn't understand a thing, honestly.

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Scrappy Coco
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Post by Scrappy Coco » Thu, 21. Nov 13, 23:57

What research, maybe I can help, right now I had 3 days no sleep, and I am deeeep involved.... :)

Naaa only kiddin, but my personal mod so far is:

- Granny new face
- more nudity in bars
- audio stuff

only thing I can´t do is exchange thise .xwma files

So , you´re welcome, just ask.

Deleted User

Post by Deleted User » Fri, 22. Nov 13, 00:13

research on how to assign more "specific" music.

example:
when battling a certain ship, there should be one track looped
when navigating a certain area (not clear how they distinguish them yet) a specific tune should be played, looped

when fighting a faction, yet again a specific tune should play.

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Scrappy Coco
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Post by Scrappy Coco » Fri, 22. Nov 13, 00:23

ok, that is a task! Wouldn´t mind to get something like that working.
Lets see what I can throw in, maybe we can get it piece by piece.

I´ll do some research too, and when I have a piece I´ll post it here.
I would´t mind having different tunes in different bars but not randomized. Its propably the same concept. There must be a condition for entering a zone, attacking a special ship is more complicated, maybe it´s easier to say when you attack a special fraction. Well I look at it. It was pretty easy modding the other stuff , but this will take some more guts.

Cheers !

Scrappy

Deleted User

Post by Deleted User » Fri, 22. Nov 13, 00:24

I am already finding/editing the music, so if you want some tunes to test if you do dig up something, pm me.

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Scrappy Coco
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Post by Scrappy Coco » Fri, 22. Nov 13, 16:26

Hy there , I think I know how to change music when entereing a specific area. Didn´t try it yet, because no time, but this could work:

place a wav in a extensions folder,
then open extensions/libraries/sound.xml and make a <add> with a own id, or a replace, look at original sound.xml row 3166,

the entry point for the sound is set in the \maps\XU_ep1_universe sectors or clusters.xml look for <music> tags,

When I have some spare time , i will make my own little sector, with an SW "imperial march" on entering... :)

Cheers !

Deleted User

Post by Deleted User » Fri, 22. Nov 13, 16:48

you can read my mind matey :D

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Fri, 22. Nov 13, 18:34

Scrappy Coco wrote:Hy there , I think I know how to change music when entereing a specific area. Didn´t try it yet, because no time, but this could work:

place a wav in a extensions folder,
then open extensions/libraries/sound.xml and make a <add> with a own id, or a replace, look at original sound.xml row 3166,

the entry point for the sound is set in the \maps\XU_ep1_universe sectors or clusters.xml look for <music> tags,

When I have some spare time , i will make my own little sector, with an SW "imperial march" on entering... :)

Cheers !
Can you do this for fight music?
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