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Making an ambient audio mod for FO4


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Hey guys,

 

I'm a long time TES and Fallout player and a newbie creation kit user. I'm employed in media sector so I'm basically recording audio for my job, also as a hobby.

 

So I decided to use my own recordings and make a mod for Fallout 4. I basically would like the game to play ambient recordings based on locations or proximity to object(s). Like when there's a wooden shack nearby I want it to play my wood creeking sounds etc...

 

Now, in Creation Kit, which category do I have to work with in Audio section and how I do add my own audio tracks to be played on certain conditions?

 

I'd be very appreciated if anybody can point me to right direction, thank you very much!

Edited by Detonator2k
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hi there!

this is a great question to ask in the "Audio" section here at NMM

https://forums.nexusmods.com/index.php?/forum/327-audio/

as well as at AVClub, Github, ThisWeekInTech and at Minds or bethnet.

 

Sound is so awesome -

whether it's the "zap" of a Tesla-coil,

the Concrete-on-Concrete of a Vault bulkhead secret entrance,

Foley is awesome!

 

 

 

There are different kinds of "embedable aural nodes".

you can use different kinds of object class there, if you want it to be keyed to 'OnEvent" and the weather cycle etc.

If your 'foley library/sound palette" is going to be vast... you want FIFO just-in-time for that!

otherwise, you have to manually encode that which is annoying.

Lets say you want to "Pivot" your aural-foley mod to many different mods...

you could make that a livestreamable soundcloud/streaming pivot, and make that mod available to other mods,

in such a way as to retain rights over that and to pivot it as you wish!

 

Fallout4's RadioStation and Holotape formats are frankly fiddlesome,

though it is possible to kludge those and put such holotape-players attached to a "speaker/modified radio tuned to a channel"

via noclip and 'phased through the map", such as for 'piped music in your elevator" etc.

Therefore, you'd learn how to make "Hidden Radio Station Channels", and how to then modify the Radio class of Electrical device in the CK etc.

(that pathing is the most amenable to the "livestreamable read-write nodes" if you want real-time foley...).

 

A person named Lars Svensson at thisweekinTech, helped a lot of folks make procedural iterative aural nodes,

they have very handy tutes, which go well with PoorlyAged and RedRocketTV or Shavkacagarikia and Purr4Me etc.

 

They also helped me learn about AGI-Neuromorphic Aural Nets and soundalike text-to-speech Chomsky-Schutzenberger-Wilber routines...

which you better believe can be used for "2D-3D foley events"...

 

 

 

I hope this is of some use for you,

and I look forward to hearing what Foley or other mods you might have in mind shortantly.

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hi there!

this is a great question to ask in the "Audio" section here at NMM

https://forums.nexusmods.com/index.php?/forum/327-audio/

as well as at AVClub, Github, ThisWeekInTech and at Minds or bethnet.

 

Sound is so awesome -

whether it's the "zap" of a Tesla-coil,

the Concrete-on-Concrete of a Vault bulkhead secret entrance,

Foley is awesome!

 

 

 

There are different kinds of "embedable aural nodes".

you can use different kinds of object class there, if you want it to be keyed to 'OnEvent" and the weather cycle etc.

If your 'foley library/sound palette" is going to be vast... you want FIFO just-in-time for that!

otherwise, you have to manually encode that which is annoying.

Lets say you want to "Pivot" your aural-foley mod to many different mods...

you could make that a livestreamable soundcloud/streaming pivot, and make that mod available to other mods,

in such a way as to retain rights over that and to pivot it as you wish!

 

Fallout4's RadioStation and Holotape formats are frankly fiddlesome,

though it is possible to kludge those and put such holotape-players attached to a "speaker/modified radio tuned to a channel"

via noclip and 'phased through the map", such as for 'piped music in your elevator" etc.

Therefore, you'd learn how to make "Hidden Radio Station Channels", and how to then modify the Radio class of Electrical device in the CK etc.

(that pathing is the most amenable to the "livestreamable read-write nodes" if you want real-time foley...).

 

A person named Lars Svensson at thisweekinTech, helped a lot of folks make procedural iterative aural nodes,

they have very handy tutes, which go well with PoorlyAged and RedRocketTV or Shavkacagarikia and Purr4Me etc.

 

They also helped me learn about AGI-Neuromorphic Aural Nets and soundalike text-to-speech Chomsky-Schutzenberger-Wilber routines...

which you better believe can be used for "2D-3D foley events"...

 

 

 

I hope this is of some use for you,

and I look forward to hearing what Foley or other mods you might have in mind shortantly.

 

Thanks I asked there my question. I hope someone can help me.

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