TotallyNotToastyFresh Posted September 8, 2011 Share Posted September 8, 2011 Weird problem here. I replaced some of the game's weapon sounds, and suddenly every gun in the game sounds like I'm firing it. Like there'll be 7 supermutants firing at me with hunting rifles, and you can't tell where each shot is coming from as usual. Every gunshot sounds exactly the same as if I equip the weapon and fire it myself, in other words, the gunshot doesn't come from any direction, it is just ambient. Can anyone help me? Link to comment Share on other sites More sharing options...
GrindedStone Posted September 13, 2011 Share Posted September 13, 2011 2D sound is in stereo or from the player perspective, both in the raw sound an the settings for the sound in GECK. Though some people will do it the lazy way an just use settings in GECK to make a mono sound seem like it's actually stereo, this is so you only have to create one sound, but it's lazy, stupid, an second rate. Nothing beats a custom stereo 2D sound with another custom mono 3D sound. 3D sound is mono, this is so that it can be placed in the world. It's only one channel so when it plays, which ever speaker is that direction plays that one channel. The trick for us is to use similar sounds to create new sounds, this way you don't really have to understand or adjust the flags an sliders on GECK sound settings. You want to create a 2D sound for a pistol, then just double click the 10mm pistol 2D sound, change the name so it creates a new Form ID, then point it to use your custom sound. You do the same thing for 3D sound, only use the 10mm pistol 3D sound in GECK to create you new Form ID. Then over half the work is already done as far as the sliders an flags. The rule is that you dub your sound in whatever gain or volume is normal for you to record at, then you use the static attenuation slider in GECK to adjust the sound so that it matches the other sounds. Open other sounds an click play, then adjust the static attenuation on your sound, hit okay, open your sound up again, hit play, compare to the other sound, an so on until it's balanced volume wise. However it should be noted that many of the Vanilla sounds are not balanced this way at all, and certianly not player made sounds from mods, so maybe start there with balancing when you notice it in-game. The only other sound setting you might adjust is the priority, which tells the game if this sound can override that sound. This is useful on sounds that require a lot of system resources like a 2D sound that is actually 3 seperate sounds dubbed in HD 48k which also play out really fast. This seems to be the industry standard nowdays when it comes to projectile weapons. You might take your single rifle fire sound, an mix it with 3 other sounds to produce a new rolling 48k sound. Then in GECK instead of selecting only one sound, select the 3 + signs an hit okay to make it roll. 28k to 44k works good too depending. Link to comment Share on other sites More sharing options...
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