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Removing or changing sound FX in Nif files

sound fx nif file sound fx remove sound fx

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#1
cumbrianlad

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So I wanted to have quieter or silent Dwemer Piston statics. I can get a silent piston but I'm unsure about making a quieter version.

 

The sound FX is not added in the static form, but embedded in the nif, along with the start and stop times for the animation.

 

It is found in NiTextKeyExtraData.

 

I can change the number of strings from 4 to 2, edit the second string to change it to 'end' for the animation end point, then remove the other 2 strings. and optimize 'remove unused strings'. I can then sanitize and optimize other things (Nifskope crashes if you don't remove unused strings before sanitizing). Bingo! Silent piston.

 

Ideally I want a much quieter piston. I can easilly take the original sound FX wav files and 'amplify' them by -12dB or so, but I can't work out how to direct the NIF to these new files. The string texts that handle the sounds don't follow the actual filepath to the sounds. This would be really useful to know to change all sorts of embedded sounds.

 

To explain what I mean, these are the string texts in the NIF...

 

Sound: OBJDwemerPistonA and Sound: OBJDwemerPistonB

 

These are the actual sound filepaths...

 

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_a_01.wav

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_a_02.wav

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_a_03.wav

 

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_b_01.wav

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_b_02.wav

Sound\FX\Obj\DwemerPiston\obj_dwemerpiston_b_03.wav

 

So it looks like the sound played is actually determined somewhere else. It's not at all like changing textures simply by editing the filepaths. Does anyone know how this system works? I can find nothing else in the Nif (Meshes\Dungeons\Dwemer\Pipes\DwePipe1wayPiston01.nif). If it's in hkx files, I'll probably just stick with a silent piston!



#2
zilav

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These are Editor IDs of sound records (descriptors) in plugins.



#3
cumbrianlad

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These are Editor IDs of sound records (descriptors) in plugins.

Right. I've seen them. Does this mean that I simply make a new pair of sound descriptors in CK, bundle my 6 quieter audio files into them and edit the text data in Nifskope to suit?

 

So, for this example, I make 2 sound descriptors, named MyModObjDwemerPistonA and MyModObjDwemerPistonB. In Nifskope I edit the mod and change the string text to Sound: MyModObjDwemerPistonA and Sound: MyModObjDwemerPistonB ?

 

Will that then work? I suppose I can just experiment and try it. It's great news if it does work like this. Simple. I like simple.



#4
zilav

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Yes.



#5
cumbrianlad

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Short and sweet! Thanks for your advice. Hopefully this thread will be useful to others, too.







Also tagged with one or more of these keywords: sound fx, nif file sound fx, remove sound fx

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