Author Topic: defaut ambient folder  (Read 497 times)

Legacy_Shadooow

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defaut ambient folder
« on: June 14, 2015, 08:48:28 am »


               

Does anyone have a default ambient folder? That is only vanilla resources, nothing custom. I need to find out what in my folder is added and whats vanilla and to find out why some of the sounds doesnt work. Thanks.



               
               

               
            

Legacy_Proleric

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defaut ambient folder
« Reply #1 on: June 14, 2015, 09:56:37 am »


               

Edit :


 


https://www.dropbox....d2vc/1.txt?dl=0


 


As you can see, the latest files are 2007 (vanilla 1.69).



               
               

               
            

Legacy_Shadooow

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defaut ambient folder
« Reply #2 on: June 14, 2015, 10:39:27 am »


               

hmm can you upload the folder itself? compressed of course



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #3 on: June 14, 2015, 10:35:42 pm »


               

To know what files originally existed in an unmodified ambient folder, surely you could just go the base "2da source" folder and look at the "ambient 2da" which will give you a list of what's original.


 


(Even a modified ambient2da might do - I know it's pretty obvious what's original and what I've added on mine anyway, just by position on the list).


 


As to sounds not working, I know some of the original BioWare placeable sounds which were also ambient files, heavy rain for instance, that sort of stuff, didn't work - at least for me - until I took the sound file and threw it in the override folder. Worked fine then... The most obvious reason an ambient sound doesn't work (assuming it isn't corrupted, wrong format, or something horrible) would be that it isn't entered correctly (or at all) on the 2da.



               
               

               
            

Legacy_boodah83

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« Reply #4 on: June 15, 2015, 06:49:45 am »


               

Maybe that's already quite obvious to you, but I think files in the ambient folder (which also have to be addeded into the ambient.2da) only work as area ambient sounds (meaning those you'd choose in the area sound tab in the toolset). Files you want to use as placeable sounds need to be put into a hak file (or the override folder as PHoD says), but there is no need for adding them into the 2da.



               
               

               
            

Legacy_Shadooow

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« Reply #5 on: June 15, 2015, 09:01:12 am »


               


Maybe that's already quite obvious to you, but I think files in the ambient folder (which also have to be addeded into the ambient.2da) only work as area ambient sounds (meaning those you'd choose in the area sound tab in the toolset). Files you want to use as placeable sounds need to be put into a hak file (or the override folder as PHoD says), but there is no need for adding them into the 2da.




then why are they used in vanilla sound blueprints? rain light/heavy is one such example.


               
               

               
            

Legacy_boodah83

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« Reply #6 on: June 15, 2015, 10:15:59 am »


               

I really can't tell you... all I can tell you is that al_wt_rainlight1 and al_wt_rainhard1 are not in any of the NWN bifs. For example, place down the Rain Heavy sound effect, open it's properties, remove al_wt_rainheavy1, click on add and search for it. You'll see it isn't there. Maybe they changed how weather sounds work in some patch or expansion, deleted the sound effects from the bifs (and moved them over to the ambient folder), but didn't delete the blueprints ':unsure:'.


 


Much more strange is why the sea surf sound effects (Sea Surf Large and Sea Surf Small) don't work, as as_na_surf1 and as_na_surf2 are actually in the bifs, and play just fine in the properties tab but won't play in the toolset or in-game... and I'm quite sure I remember they worked around the time of patch 1.67 (maybe before that patch or including it, I'm not sure).


However, it still works when you create a custom sound effect with as_na_surf1 or as_na_surf2 (and works as well when you add them to any other preexisting sound effect). Once again ':unsure:'



               
               

               
            

Legacy_Proleric

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defaut ambient folder
« Reply #7 on: June 15, 2015, 11:02:55 am »


               

I had an issue with al_fanfare_trump. I think it was packaged in 1.69, but never worked. Fixed by changing from stereo to mono (using Audacity), putting it in a hak, and using Playsound in a script.


 


NWN seems to play a wide variety of third party mono .wav files this way, but it doesn't like stereo.


 


That obviously provides a backdoor method of playing music, too (subject to copyright).


               
               

               
            

Legacy_Proleric

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« Reply #8 on: June 15, 2015, 11:17:58 am »


               

Here's a link to the zipped contents:


 


https://www.dropbox....mbient.zip?dl=0



               
               

               
            

Legacy_Shadooow

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« Reply #9 on: June 16, 2015, 11:08:12 am »


               


I really can't tell you... all I can tell you is that al_wt_rainlight1 and al_wt_rainhard1 are not in any of the NWN bifs. For example, place down the Rain Heavy sound effect, open it's properties, remove al_wt_rainheavy1, click on add and search for it. You'll see it isn't there. Maybe they changed how weather sounds work in some patch or expansion, deleted the sound effects from the bifs (and moved them over to the ambient folder), but didn't delete the blueprints ':unsure:'.


 


Much more strange is why the sea surf sound effects (Sea Surf Large and Sea Surf Small) don't work, as as_na_surf1 and as_na_surf2 are actually in the bifs, and play just fine in the properties tab but won't play in the toolset or in-game... and I'm quite sure I remember they worked around the time of patch 1.67 (maybe before that patch or including it, I'm not sure).


However, it still works when you create a custom sound effect with as_na_surf1 or as_na_surf2 (and works as well when you add them to any other preexisting sound effect). Once again ':unsure:'




I think I figured this issue out.


 


Sea Surf small plays for me both in toolset and ingame.


Sea Surf large doesn't. Turns out the sound blueprint has bugged volume, zero (technically 1, but where min is 0 and max is 127 so its like 0). If you raise the volume on the sound object it will play.


 


Im adding the fixed blueprint into my patch, however it will not fix this sound effect retrospectively as the placed sound objects will keep the volume they had in the time they were placed as all such objects are then saved into area files and no longer uses values from palette. Newly placed sea surf large sound objects will however works as intented.


There also appears to be a typo/overlook in the sea surf small sound object where the interval variation is 0.05 instead of 5.0 which is in al others sound effects like this. I didnt really noticed any change in game after fixing this, but im adding this as well.


 


Still havent cracked the rain sounds but yes I agree that it might be remnant of the old way how weather worked and bioware forgot to take these sounds away when it was changed.


 




Here's a link to the zipped contents:


 


https://www.dropbox....mbient.zip?dl=0




 


Thanks. This way I was easily able to compare my folder with yours. Turns out I have a lot of custom sound effects. Shame I was so excited they might be vanilla and unused '<img'>.


There are two vanilla unused, but thats al_fanfare_horn and al_fanfare_trump and none of them suits as ambient sound + both of them are included in BIF, so there is no usage of them at least as an ambient sound (might be useful as normal sound).


               
               

               
            

Legacy_Shadooow

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« Reply #10 on: June 16, 2015, 11:22:18 am »


               

Anyone knows where are these ambient sounds from?


 


al_cv_icecaves


al_dla_pipe1


al_dla_pipe2


al_dla_pipe3


al_na_beach


al_na_floe


al_na_hauntedmnt


al_na_jungle


al_na_junglemyst


al_na_swamp


al_na_tripaeria


al_na_waterfalls


al_wt_tripocean


al_wt_underwater



               
               

               
            

Legacy_Fester Pot

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« Reply #11 on: June 16, 2015, 01:34:41 pm »


               

al_dla_pipe1


al_dla_pipe2


al_dla_pipe3


These are from the DLA Sewer Tileset - http://neverwinterva...a-sewer-tileset


FP!



               
               

               
            

Legacy_boodah83

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defaut ambient folder
« Reply #12 on: June 16, 2015, 04:07:48 pm »


               


Anyone knows where are these ambient sounds from?


 


al_cv_icecaves


al_dla_pipe1


al_dla_pipe2


al_dla_pipe3


al_na_beach


al_na_floe


al_na_hauntedmnt


al_na_jungle


al_na_junglemyst


al_na_swamp


al_na_tripaeria


al_na_waterfalls


al_wt_tripocean


al_wt_underwater




 


Those are all from Project Q (including the DLA sewer ones).



               
               

               
            

Legacy_boodah83

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« Reply #13 on: June 16, 2015, 04:48:04 pm »


               


I think I figured this issue out.


 


Sea Surf small plays for me both in toolset and ingame.


Sea Surf large doesn't. Turns out the sound blueprint has bugged volume, zero (technically 1, but where min is 0 and max is 127 so its like 0). If you raise the volume on the sound object it will play.


 


Im adding the fixed blueprint into my patch, however it will not fix this sound effect retrospectively as the placed sound objects will keep the volume they had in the time they were placed as all such objects are then saved into area files and no longer uses values from palette. Newly placed sea surf large sound objects will however works as intented.


There also appears to be a typo/overlook in the sea surf small sound object where the interval variation is 0.05 instead of 5.0 which is in al others sound effects like this. I didnt really noticed any change in game after fixing this, but im adding this as well.


 


Still havent cracked the rain sounds but yes I agree that it might be remnant of the old way how weather worked and bioware forgot to take these sounds away when it was changed.


 




 


Hm, the Sea Surf blueprints still act kinda strange (even after adjusting the audio level for the large one). After some more testing, they seem to work at least sometimes AFTER running the Test module option in-game and then in the toolset as well. But if I deactivate and then reactivate the Play placed sound objects in area option, they stop working again. Very strange indeed.


 


Regarding the rain sounds, if you want the blueprints to function again, why not just put the rain wav files into your patch haks?


 




I had an issue with al_fanfare_trump. I think it was packaged in 1.69, but never worked. Fixed by changing from stereo to mono (using Audacity), putting it in a hak, and using Playsound in a script.


 


NWN seems to play a wide variety of third party mono .wav files this way, but it doesn't like stereo.


 


That obviously provides a backdoor method of playing music, too (subject to copyright).




 


The toolset says, stereo wav files can only be used as 2D sound effects (meaning "Plays in whole area" must be selected), that's why it doesn't work when you try to use it as a placed sound obect that plays from a specific (or random) position. Otherwise, it seems to work just fine for me.



               
               

               
            

Legacy_Shadooow

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« Reply #14 on: June 16, 2015, 04:51:31 pm »


               

ok great, very nice sounds which are really lacking in nwn