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I've made a companion mod and given him idle chatter, how do I make it so that his volume is relative to his distance/direction?


gcdude

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I've recently made my first mod using the GECK. Been able to figure out most issues by scouring google and youtube for tutorials but I have 1 specific problem that doesn't seem to be mentioned anywhere and so I have to ask;

 

How do I make my companions Idle Chatter Dialogue become louder and quieter depending on how far away they are? Currently if you are exploring with him he will say his lines but even if he is standing miles away, his chatter will come to you at full volume. I'm assuming I must've fumbled something simple as no one else seems to have this problem but regardless if anyone could tell me a solution I'd be most grateful.

 

Thanks.

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Is this audio you made yourself , or is it vanilla audio ?

 

Could be you need to format it as 3D , inwhich I would look at some vanilla ones and try to match their formatting. Unless all idle chatter done only through topic ID's grouped into quests will not render 3d ?

In which case that would explain why they make actor ID's just for the voice.

But sadly I don't know much about that.

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"3D" sounds, that is sounds that be can heard from around the player and at a distance, have to be in Mono. Otherwise you get Full Volume with no directional influence.

 

As a tip, make your 3d dialogue a bit louder than normal. It tends to get easily drowned out.

Edited by Radioactivelad
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How do you even get idle chatter to work? Maybe it is different in New Vegas than in Fallout 3. I can't recall.

 

 

Anyway, here is what I do with random Hello's and NPC conversation.

 

 

When you talk to them you set the DB level to be normalized. If it is just one word like "YES" you need to be careful and normalize the audio yourself. (Why? cause it is too loud)

 

 

(I do long reels it is better for me to normalize like 5 minutes of audio, but if it has audio spikes the lows stay low) Be careful

 

 

So I normalize the audio overall. Than for these random side conversations cause the people are further away, I drop the DB level to -12 db's. (But I normalize it first to have a standard to work from)

 

 

Have been using Sony Sound Forge for years, however you can't drop audio like that in that program. So I use my older video editing program which lets me create .wav CD files and I drop the audio that way.

 

 

The game audio conversation files are mono and usually around -3 to -6 on the DB scale. Most of those tracks will work ok as is for random conversations.

 

 

As far as Mono or Stereo tracks? Mono for voice tends to work better but if you are pulling audio and one channel has a lot of side noise and the other channel doesn't.

 

This is what you do.

 

 

Cut the good audio speaker channel and paste it to a new file so you only have one channel and than mix it so it is two channels. Aka just save it as a 2 channel, wav file.

 

 

2D and 3D Noise Filters

As far as the gun sounds aka 2D and 3D this is just the games filters on noise kind of like an amp that has strange filters like concert hall, church, night sound and ect.

 

(The filters are for game effects, it is NOT used for normal voice audio)

 

However you can stream voice via these filters if needed aka an intercom or something

 

(Again a 0 DB level will make it sound on top of you. In order to create distance drop it to -8 to -12 DB for voice and just use a blank sound template)

 

 

Just copy the sound settings from one of already programmed noise filters.

 

 

Standard Game Audio File (The Audio levels are normalized to around -6 DB)

 

https://www.nexusmods.com/fallout3/images/45788

 

 

2D and 3D Default Settings

https://www.nexusmods.com/fallout3/images/45787

Edited by Deter32
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  • 2 weeks later...

How do you even get idle chatter to work? Maybe it is different in New Vegas than in Fallout 3. I can't recall.

 

 

Anyway, here is what I do with random Hello's and NPC conversation.

 

 

/snip

 

Thank you Deter32 ... that was very informative .

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