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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::::::::::::::::::::: AMBIENT AUDIO OVERHAUL :::::::::::::::::::::::::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
by: {imperialreign}
The purpose of this mod is to "pick up" where Sound Overhaul has left off,
and further enhance the ambience and atmosphere of the zone by the addition
of better quality, and more realistic ambient audio files; and to tweak,
adjust, and "fix" some (IMO) irritating issues (i.e. overly loud sounds,
hearing NPCs from outside of the bar, hearing some audio from very far
distances).
I fully recommend installing Sound Overhaul prior to this mod, and the two
should compliment each other nicely.
As well - I strongly urge the installation of either Dynamic Weather mod, or
STALKER Weather Overhauled 3 . . . these two can make the most of AAO's
features. With this in mind, I've decided to keep mod compatibility support
limited to DW and SWO3 - AAO can be installed along with other mods, but I,
again, highly recommend installing DW or SWO3.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
v0.8 Features:
*additional and improved ambient sounds for all times of day
*adjusted playback distances and volumes
*adjusted occlusion scale
*"fixed" NPC dialogue attenuation - you'll no longer hear MOST bar patrons
outside of the 100 Rads, you won't hear Sakharov from outside of the
field lab, you won't hear the AWOL soldier in Agroprom from half-way
across the locale, etc.
*adjusted some storyline sounds - most notably PDA radio interupts
*added different radio music to the 100 Rads, it won't be the same thing
playing every time; adjusted volume/attenuation to be closer to that of
a analogue dial-tuned radio with poor quality speakers and reception :p
*new anomaly sounds for electro and burner anomalies, new idle sounds for
whirligig (and new "blast" sound), vortex and springboard - added idle
sound for burnt fuzz anomaly.
*"tweaked" bloodsucker sounds
*new Main Menu theme music
for Oblivion Lost 2.2:
*adjusted "radio chatter" sounds at the bar so that they run together and
individual files don't stick out like sore thumbs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v0.9 Features:
*adjusted attenuation distance for stalker and rookie idle chatter, and
campfire chatter
*replaced all footstep audio
Changes:
*adjusted bloodsucker volume settings
*adjusted bar patron and barman volume levels
for Oblivion Lost 2.2 and Sound Overhaul 1.07:
*recommented the nightvision loop file - AI will no longer "hear" your
nightvision running, and it will no longer register on the HUD sound
bar. Note, though, you and AI can still hear you turning nightvision
on and off.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v0.9.5 Features:
*adjusted attenuation distance for Duty and Freedom idle chatter, and
campfire chatter
*added 2 solitary cricket sounds
*extended time period between ambient sounds for nighttime, mornings -
nighttime is now very quiet and still
*changed some blinddog sounds
Changes:
*revised ambient gunfire sounds
*revised some footstep sounds
*removed a few erraneous ambient sound entries
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.5 Features (LITE included with STALKER Weather Overhauled v3 ONLY):
*expanded ambient weather sections to accomodate for various weather types
*added over 100 new ambient sounds, and modified some to account for weather
effects on ambient sound
*gave each underground area it's own ambient environment
*replaced some other anomaly sounds - will be included with SoundEFX
Changes:
*drastically adjusted ambient sound volume levels to be less distracting
and more "ambient"
*revised thunder sounds
*removed sound effects and actor sounds - now it's own stand-alone mod
SoundEFX, although will be included with AAO as an additional feature
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.6 Features (included with Super Mod Pack 2.3 ONLY):
*replaced all static level sounds (sounds placed within the game level
itself and are specific to one spot)
*replaced many storyline-played sound effects
*included some additional features, such as making Sid's radio random,
re-enabling Freedom's megaphone, enabling Borov's radio, etc. The
additional features are SmP exclusive, ATM.
*replaced nearly all level musics to further add to the zone's
atmosphere - will be included with SoundEFX, but also with AAO as an
additional feature
*fixed some more annoying vanilla audio issues - no loger will you hear
helicopters after the military raid on X-18, or after the escape from
X-16
Changes:
*further ambient sound volume tweaks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.8 Features:
*Dynamic Ambient Environments - each game level now has it's own ambient
"tone," the effect is meant to be subtle, but more noticeable the further
into the zone you go . . . no two levels sound exactly the same, some sounds
are specific to a certain level, some not. All underground areas are
included with this feature. This feature is even more immersive when partnered
with either Dynamic Weather or STALKER Weather Overhauled v3, making the most
of the nearly 20 ambient weather sections specific to each level.
*Adjusted and changed the Sound Environment tables for EAX/OpenAL users
*Split the mod into 3 seperate parts, to ease download access for users:
Part 1 - AAO core
Part 2 - includes new level musics and SoundEFX v0.6
Part 3 - adjusted NPC dialouge audio
Changes:
*readjusted some ambient sound volume levels
*adjusted some level static sounds
*included some additional ambient sounds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Still in progress:
*further tweaks to NPC dialogue sounds and play-back distances
*further editing of more storyline specific audio
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
MANUAL INSTALLATION
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
>>AAO_part 1
*Back up your current gamedata file (just incase something gets screwed up)!
*Go into the <1_AAO_core> folder and copy the folder to your SoC directory,
overwriting any files.
*Open the <2_AAO_installation_Compatibility> folder, choose the folder that best
corresponds to other mods you have installed. Copy the folder found in
the compatibilty folder to your SoC directory.
*Open the fsgame.ltx file in your SoC directory, change both values following
the &gamedata& line to TRUE
>>AAO_part 1 Optional:
*********This is an entirelly optional step not necessary for this mod to work!
*********
****Make a backup of the directory in your main SoC folder!!!!!!! If you
Don't make a backup, and these files don't work right, you will lose all
audio and end up having to reinstall!
****You've been warned!
*In the <3_AAO_optionals> folder, copy the folder to your SoC
directory.
NOTE: These are the most current versions of eax.dll and wrap_oal.dll I
could get my hands on. I did not include the most current version
of OpenAL32.dll, as I could not get SoC to accept it.
>>AAO_part 2
*Go into the folder and copy the gamedata folder to your
SoC directory.
*Go into the folder and copy the gamedata folder to your
SoC directory.
>>AAO_part 3
*Go into the directory and copy the gamedata folder to your SoC directory.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SMM INSTALLATION
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
*Open Smart Mod Manager
*Click on the button labeled "Install"
*Select "Install from archive" - navigate to where you have placed the AAO
.zip folders
*Select the installation options that best suit your current game loadout -
AAO v1.8, and the compatibility patch for your current game loadout. The
option will not install correctly, requiring a manual install.
*Repeat the above steps for the other two remaining AAO part 2 &3 folder archives.
*If any windows pop up mentioning conflicts - give priority to AAO.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
CREDITS
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
*much thanks and appreciation to nandersen for fielding the script changes
necessary for compatibility with DW/SWOv3
*my thanks and gratitude to the whole SWO3 team for testing and feedback of some
features during the SWO3 development process
*some storyline specific audio fixes inspired by ZRP
~did the work myself, then realized they had already fixed them!
*original "fixed" annoying NPC sounds (voronin, sakharov, duty guard, snitch,
etc) from:
Mtang - Annoying Audio Fix mod
*Some thunder sounds, base sounds for whirligig, gravi, vortex anomalies, gunfire,
some ambient sounds and nightvision loop from:
Darius6 - Sound Overhaul mod v1.07
*base "radio chatter" sounds from:
Kanyhalos / OL team - Oblivion Lost v2.2 mod
music tracks:
*main menu theme music - Front Line Assembly, "stalker" (edited) - from the
album "Implode"
*bar music - Milla, "In a Glade" (edited) - from the album "The
Divine Comedy"
- Тату, "Что не хватает тебе" (edited) - from the album
"Люди инвалиды"
- Алиса, "Православные" (edited) - from the album
"Солнцеворот"
- Слот, "Воронка [OST Дневной Дозор]" (edited) - from
the english-release EP "2 Войны"
*others -
*much thanks to the SmP team for feedback and playtesting, and putting up with my
numerous pesterings and last-minute changes
*all other base sounds obtained from various legitimate and free sources around
the internet - much thanks to the many audiophiles out there willing to
make their recordings free to the public!
*some sounds taken from the FEAR Public Tools SDK released to the fan community by:
Monolith Productions
*the loners, bandits, burers and mercs of the GSC forums - keep the faith, brothers!
*all the stalkers over at the ZSG forums and TPU for putting up with my antics
and pestering for playtesters.
*any other users who I might've forgotten, or accidentally overlooked - please
let me know so I can credit you here as well!
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
CONTACT INFO
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
If you have any questions concerning compatibility of this mod with OL2.2, SO1.07
or SoC1.06, address them through me - NOT THE AUTHORS OF THE AFOREMENTIONED MODS!
Feel free to include this mod, or any part of it, in your own mod - just make
sure to give credit for it!
If you'd like to provide feedback, recommendations, requests, or if you have any
questions concerning audio hardware and software in general, or whatever, I
can be dug out from the shadows at the following message boards:
http://forums.techpowerup.com/
http://stalker.heroesradio.com/Forum/index.php
http://forums.mindphaser.com/
learn something about general audio:
http://forums.techpowerup.com/showthread.php?t=64921
any Creative X-Fi related questions or issues, fire 'em here:
http://forums.techpowerup.com/showthread.php?t=40613
I use and recommend the following audio manipulation programs:
Sony SoundForge 9c (and earlier Sonic Foundry versions)
Sony ACID Pro 7a (and earlier Sonic Foundry versions)
Audacity
Creative WaveStudio 7.10
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::::::::::::::::::::: AMBIENT AUDIO OVERHAUL :::::::::::::::::::::::::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
by: {imperialreign}
The purpose of this mod is to "pick up" where Sound Overhaul has left off,
and further enhance the ambience and atmosphere of the zone by the addition
of better quality, and more realistic ambient audio files; and to tweak,
adjust, and "fix" some (IMO) irritating issues (i.e. overly loud sounds,
hearing NPCs from outside of the bar, hearing some audio from very far
distances).
I fully recommend installing Sound Overhaul prior to this mod, and the two
should compliment each other nicely.
As well - I strongly urge the installation of either Dynamic Weather mod, or
STALKER Weather Overhauled 3 . . . these two can make the most of AAO's
features. With this in mind, I've decided to keep mod compatibility support
limited to DW and SWO3 - AAO can be installed along with other mods, but I,
again, highly recommend installing DW or SWO3.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
v0.8 Features:
*additional and improved ambient sounds for all times of day
*adjusted playback distances and volumes
*adjusted occlusion scale
*"fixed" NPC dialogue attenuation - you'll no longer hear MOST bar patrons
outside of the 100 Rads, you won't hear Sakharov from outside of the
field lab, you won't hear the AWOL soldier in Agroprom from half-way
across the locale, etc.
*adjusted some storyline sounds - most notably PDA radio interupts
*added different radio music to the 100 Rads, it won't be the same thing
playing every time; adjusted volume/attenuation to be closer to that of
a analogue dial-tuned radio with poor quality speakers and reception :p
*new anomaly sounds for electro and burner anomalies, new idle sounds for
whirligig (and new "blast" sound), vortex and springboard - added idle
sound for burnt fuzz anomaly.
*"tweaked" bloodsucker sounds
*new Main Menu theme music
for Oblivion Lost 2.2:
*adjusted "radio chatter" sounds at the bar so that they run together and
individual files don't stick out like sore thumbs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v0.9 Features:
*adjusted attenuation distance for stalker and rookie idle chatter, and
campfire chatter
*replaced all footstep audio
Changes:
*adjusted bloodsucker volume settings
*adjusted bar patron and barman volume levels
for Oblivion Lost 2.2 and Sound Overhaul 1.07:
*recommented the nightvision loop file - AI will no longer "hear" your
nightvision running, and it will no longer register on the HUD sound
bar. Note, though, you and AI can still hear you turning nightvision
on and off.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v0.9.5 Features:
*adjusted attenuation distance for Duty and Freedom idle chatter, and
campfire chatter
*added 2 solitary cricket sounds
*extended time period between ambient sounds for nighttime, mornings -
nighttime is now very quiet and still
*changed some blinddog sounds
Changes:
*revised ambient gunfire sounds
*revised some footstep sounds
*removed a few erraneous ambient sound entries
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.5 Features (LITE included with STALKER Weather Overhauled v3 ONLY):
*expanded ambient weather sections to accomodate for various weather types
*added over 100 new ambient sounds, and modified some to account for weather
effects on ambient sound
*gave each underground area it's own ambient environment
*replaced some other anomaly sounds - will be included with SoundEFX
Changes:
*drastically adjusted ambient sound volume levels to be less distracting
and more "ambient"
*revised thunder sounds
*removed sound effects and actor sounds - now it's own stand-alone mod
SoundEFX, although will be included with AAO as an additional feature
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.6 Features (included with Super Mod Pack 2.3 ONLY):
*replaced all static level sounds (sounds placed within the game level
itself and are specific to one spot)
*replaced many storyline-played sound effects
*included some additional features, such as making Sid's radio random,
re-enabling Freedom's megaphone, enabling Borov's radio, etc. The
additional features are SmP exclusive, ATM.
*replaced nearly all level musics to further add to the zone's
atmosphere - will be included with SoundEFX, but also with AAO as an
additional feature
*fixed some more annoying vanilla audio issues - no loger will you hear
helicopters after the military raid on X-18, or after the escape from
X-16
Changes:
*further ambient sound volume tweaks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.8 Features:
*Dynamic Ambient Environments - each game level now has it's own ambient
"tone," the effect is meant to be subtle, but more noticeable the further
into the zone you go . . . no two levels sound exactly the same, some sounds
are specific to a certain level, some not. All underground areas are
included with this feature. This feature is even more immersive when partnered
with either Dynamic Weather or STALKER Weather Overhauled v3, making the most
of the nearly 20 ambient weather sections specific to each level.
*Adjusted and changed the Sound Environment tables for EAX/OpenAL users
*Split the mod into 3 seperate parts, to ease download access for users:
Part 1 - AAO core
Part 2 - includes new level musics and SoundEFX v0.6
Part 3 - adjusted NPC dialouge audio
Changes:
*readjusted some ambient sound volume levels
*adjusted some level static sounds
*included some additional ambient sounds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Still in progress:
*further tweaks to NPC dialogue sounds and play-back distances
*further editing of more storyline specific audio
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
MANUAL INSTALLATION
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
>>AAO_part 1
*Back up your current gamedata file (just incase something gets screwed up)!
*Go into the <1_AAO_core> folder and copy the
overwriting any files.
*Open the <2_AAO_installation_Compatibility> folder, choose the folder that best
corresponds to other mods you have installed. Copy the
the compatibilty folder to your SoC directory.
*Open the fsgame.ltx file in your SoC directory, change both values following
the &gamedata& line to TRUE
>>AAO_part 1 Optional:
*********This is an entirelly optional step not necessary for this mod to work!
*********
****Make a backup of the
Don't make a backup, and these files don't work right, you will lose all
audio and end up having to reinstall!
****You've been warned!
*In the <3_AAO_optionals> folder, copy the
directory.
NOTE: These are the most current versions of eax.dll and wrap_oal.dll I
could get my hands on. I did not include the most current version
of OpenAL32.dll, as I could not get SoC to accept it.
>>AAO_part 2
*Go into the
SoC directory.
*Go into the
SoC directory.
>>AAO_part 3
*Go into the
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SMM INSTALLATION
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
*Open Smart Mod Manager
*Click on the button labeled "Install"
*Select "Install from archive" - navigate to where you have placed the AAO
.zip folders
*Select the installation options that best suit your current game loadout -
AAO v1.8, and the compatibility patch for your current game loadout. The
option will not install correctly, requiring a manual install.
*Repeat the above steps for the other two remaining AAO part 2 &3 folder archives.
*If any windows pop up mentioning conflicts - give priority to AAO.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
CREDITS
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
*much thanks and appreciation to nandersen for fielding the script changes
necessary for compatibility with DW/SWOv3
*my thanks and gratitude to the whole SWO3 team for testing and feedback of some
features during the SWO3 development process
*some storyline specific audio fixes inspired by ZRP
~did the work myself, then realized they had already fixed them!
*original "fixed" annoying NPC sounds (voronin, sakharov, duty guard, snitch,
etc) from:
Mtang - Annoying Audio Fix mod
*Some thunder sounds, base sounds for whirligig, gravi, vortex anomalies, gunfire,
some ambient sounds and nightvision loop from:
Darius6 - Sound Overhaul mod v1.07
*base "radio chatter" sounds from:
Kanyhalos / OL team - Oblivion Lost v2.2 mod
music tracks:
*main menu theme music - Front Line Assembly, "stalker" (edited) - from the
album "Implode"
*bar music - Milla, "In a Glade" (edited) - from the album "The
Divine Comedy"
- Тату, "Что не хватает тебе" (edited) - from the album
"Люди инвалиды"
- Алиса, "Православные" (edited) - from the album
"Солнцеворот"
- Слот, "Воронка [OST Дневной Дозор]" (edited) - from
the english-release EP "2 Войны"
*others -
*much thanks to the SmP team for feedback and playtesting, and putting up with my
numerous pesterings and last-minute changes
*all other base sounds obtained from various legitimate and free sources around
the internet - much thanks to the many audiophiles out there willing to
make their recordings free to the public!
*some sounds taken from the FEAR Public Tools SDK released to the fan community by:
Monolith Productions
*the loners, bandits, burers and mercs of the GSC forums - keep the faith, brothers!
*all the stalkers over at the ZSG forums and TPU for putting up with my antics
and pestering for playtesters.
*any other users who I might've forgotten, or accidentally overlooked - please
let me know so I can credit you here as well!
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
CONTACT INFO
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
If you have any questions concerning compatibility of this mod with OL2.2, SO1.07
or SoC1.06, address them through me - NOT THE AUTHORS OF THE AFOREMENTIONED MODS!
Feel free to include this mod, or any part of it, in your own mod - just make
sure to give credit for it!
If you'd like to provide feedback, recommendations, requests, or if you have any
questions concerning audio hardware and software in general, or whatever, I
can be dug out from the shadows at the following message boards:
http://forums.techpowerup.com/
http://stalker.heroesradio.com/Forum/index.php
http://forums.mindphaser.com/
learn something about general audio:
http://forums.techpowerup.com/showthread.php?t=64921
any Creative X-Fi related questions or issues, fire 'em here:
http://forums.techpowerup.com/showthread.php?t=40613
I use and recommend the following audio manipulation programs:
Sony SoundForge 9c (and earlier Sonic Foundry versions)
Sony ACID Pro 7a (and earlier Sonic Foundry versions)
Audacity
Creative WaveStudio 7.10








