[MOD] Lower shieldnoise and humming in Stations / replace sounds example
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- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
[MOD] Lower shieldnoise and humming in Stations / replace sounds example
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
[ external image ]
Now I know how to tweek the game, nice Thanks to the community here !
Yours Scrappy Coco !
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
[ external image ]
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, 10:44, edited 1 time in total.
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
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.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.
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
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
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.Dark_Ansem wrote:wav and mono.
theoretically we could also overwrite the other ones?
what if instead we wanted to add new ones?
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>
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" />
Cheers.
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
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
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
- Scrappy Coco
- Posts: 62
- Joined: Mon, 18. Nov 13, 14:28
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 !
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?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 !