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  #1  
03-16-2015, 02:48 PM
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New 'n' Tasty - Classic Abe (Voice)

Hello, community! Since the day of NnT PC release, I've been trying to edit the levels,sounds and materials. Most of my attempts failed, especially the level ones. Most of my research was aimed on the audio - I spent weeks trying to replace the sounds, but it just didn't work. I was really frustrated. Then, a guy called goldenboy came to this forum and gave me a hint. That's what I needed. Now the audio editing is possible and I can finally release the first version of Abe's voice replacement. Enjoy!
  • Go into NNT_Data/StreamingAssets/Audio/GeneratedSoundBanks/
  • Backup your SoundBanksInfo.xml and VO_Abe.bnk
  • Copy the files in, replace the original ones

http://www.mediafire.com/download/tj.../Abe_voice.rar




It replaces
  • Hello
  • Follow me
  • Wait
  • Alloya
  • Laugh

The whistles are kept because I felt like they sound classic enough. I'll add the farts and possibly chanting in the next update.
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Last edited by Strnadik; 03-16-2015 at 02:51 PM..
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  #2  
03-16-2015, 05:24 PM
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I have two things to say about this:

1 – well done, it’s really impressive how quickly you and all these other people are getting to work on mods for the game.

2 – I can’t get over how weird it is hearing the classic voice in NnT.
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  #3  
03-16-2015, 05:49 PM
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Awesome, great to see more and more mods coming for NNT-PC, just as I hoped! I hope you can make the Sligs, workers, etc. as well.

Remember, in the original to make it sound more dynamic, there are slight and random changes of pitch for every individual Mudokon or Slig voice, to make them sound more distinguishable from each other, although the same sound sample is being used.
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  #4  
03-16-2015, 07:33 PM
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That laugh is the most out of place thing there lol.
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  #5  
03-16-2015, 09:13 PM
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if this ends up being something I can easily import into my N'n'T files I will be super happy to get that old abe sound back.
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  #6  
03-17-2015, 03:53 AM
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It's really nice to see mods already becoming a thing in Nnt.

Can't wait to see more original sounds been implemented. I really want to hear the original Scrab and Paramites sounds.
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  #7  
03-17-2015, 11:11 AM
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:
I really want to hear the original Scrab and Paramites sounds.
Do this do this do this
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  #8  
03-17-2015, 11:30 AM
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  #9  
03-17-2015, 12:25 PM
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Can we just agree that strn is amazing? And if they do this then they're super amazing.
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  #10  
03-17-2015, 02:04 PM
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I was away from my PC whole day today, so I wasn't able to work on it, but I'm doing it right now!

Aww stop it ^^ I'm really glad there's at least a bit of modability in NnT and I'm also glad I can give you guys your nostalgic treatments!
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  #11  
03-18-2015, 06:49 AM
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I'm having problem with Slig gunshot - I can't find the original sound. Can anyone provide me that sound?

EDIT: I think I got it now!

Now, the new problem is that all the new sounds are 100% loud wherever you are (so you hear ALL THE SLIGS in the map), so being in RF basically means your ears will explode. Even stockyards are loud! I gotta fix that.



And I still can't fix it, I tried this but it didn't help :



EDIT: But at least this works!

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Last edited by Strnadik; 03-18-2015 at 09:54 AM..
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  #12  
03-18-2015, 01:54 PM
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Did you find your gun sounds? I've got these from a project I attempted (and failed) to make long ago. They're in .ogg format. If only I could remember where I originally found them.

E: Actually they appear to only be the bullet ricochet sounds. Oh well.

Oh and I really like that you're making a nostalgia mod. It's a shame about the sound quality but perhaps there isn't much you can do about that. Otherwise, it's really good work.
Attached Files
File Type: zip Slig_Gunsounds.zip (40.0 , 365 views)
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  #13  
03-18-2015, 02:23 PM
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:
That laugh is the most out of place thing there lol.
For myself it's probably the "All o' ya" considering that was an Abe's Exoddus recording, amongst the Abe's Oddysee voice .

Also this is fucking rad, keep doing what you're doing.
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  #14  
03-19-2015, 01:03 AM
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:
Did you find your gun sounds? I've got these from a project I attempted (and failed) to make long ago. They're in .ogg format. If only I could remember where I originally found them.

E: Actually they appear to only be the bullet ricochet sounds. Oh well.

Oh and I really like that you're making a nostalgia mod. It's a shame about the sound quality but perhaps there isn't much you can do about that. Otherwise, it's really good work.
Hah, thanks!

They can be heard on that video, it's directly from AO but the AO/AE gunshot has an "echo" addition which just.. completes it, and without it, it's not the original. But.. now that you've mentioned it.. Actually I can add even that one to complete it! Also I added ricochet sounds from AO into the game too, even though they are not SO recognizable.

Yeah.. the sound quality can't be improved, that's the best it can do.

:
For myself it's probably the "All o' ya" considering that was an Abe's Exoddus recording, amongst the Abe's Oddysee voice .

Also this is fucking rad, keep doing what you're doing.
I know, right? But it still kinda fits, it's still Abe, and I had no other choice except using "Hello" sound once again for Allo'ya which would be weird.

Job McYossie recorded Abe's chant sound for me so I'll try to implement that aswell. The biggest problem for me is that audio fall-off distance, which just refuses to work and that means I cant release Slig/Scrab audio mods because it would tear your ears
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  #15  
03-30-2015, 03:48 AM
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Regarding the Slig video:

Unfortunately when there are multiple sligs talking, the pitch of the voices is the same, which destroys immersion completely. In the original, they slightly changed the pitch of each character using the same voice sample...
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  #16  
03-30-2015, 08:42 AM
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Sorry to hear it breaks the immersion completely for you, I didn't even notice until you pointed it out, and honestly I wouldn't notice while playing with the sligs. It was super notable with the Muds, but with the Sligs the variation just wasn't notable for me.
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  #17  
03-30-2015, 09:36 AM
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Was there a difference of pitch in the original between Sligs? I've never noticed it.
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  #18  
03-30-2015, 10:48 AM
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No, there wasn't.
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  #19  
03-30-2015, 10:55 AM
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Not really. Just in AE flying sligs had higher pitched voices, I don't recall anything besides that.
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  #20  
03-30-2015, 11:37 AM
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No, there wasn't.
Yes, there was.

In fact, I just checked that myself, just to be sure. It's slight, but it's there. It's not just with muds, it's with every speaking character in the game.
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  #21  
03-30-2015, 06:13 PM
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There are pitch shifts for sligs, specifically at coded gates are they most notable.
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  #22  
03-30-2015, 11:44 PM
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Sligs get pitch shifted in AO. I can't remember if muds did before AE.
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  #23  
03-31-2015, 02:27 AM
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Iirc they did, but not as extremely as in AE.
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  #24  
04-04-2015, 02:38 AM
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Alrighty, so with another bit of help from goldenboy who helped me with the sound distance, I finished Slig and Scrab voice mods!

Few moments ago, this post had like 20 more sentences about a problem. Then I was like "WHY DON'T I FIX IT RIGHT AWAY" and here I am, talking about a solved problem.
So I present you...*drum roll* ... Abe, Slig and Scrab sound modification!

It's 1 pack, but if you don't want any of the sound mods, just don't copy them in. Also remember to BACKUP the original, otherwise you'd have to go through long steam integrity verifying to get the .bnks back.

Here's the thing: https://mega.co.nz/#!vAAgVTQQ!Uo8iyi...0xeCdEm2s3rbak

  • Go into NNT_Data/StreamingAssets/Audio/GeneratedSoundBanks/
  • Backup VO_Abe/VO_Slig/scrab if you want
  • Copy the files in, replace the original ones




Slig voice:



Scrab sounds:

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Last edited by Strnadik; 04-04-2015 at 02:41 AM..
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  #25  
04-04-2015, 05:03 AM
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The scrabs sound so perfect it's incredible. All the Abe sounds have felt just a slight bit off because they don't sound the same as the rest of the sounds (though they're still really good) but the scrabs... They fit perfectly.
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  #26  
04-04-2015, 06:27 AM
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Thanks so much for the scrab sounds! It sounds so much better now...

For anyone who is interested, here is the original music and some of the sound effects, in it's native PSF format.

http://www.noderunner.net/~llin/psf/...es_Oddysee.rar

This might be useful for future music/sound mods. You can play PSF files using one these plugins for the according players: http://www.zophar.net/utilities/psf.html
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  #27  
04-04-2015, 06:42 AM
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  #28  
04-04-2015, 07:22 AM
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The video with Abe is a bit more off than the version in-game because I tweaked it a little bit but I didn't record a new video just because of it. The most "off" thing is probably the laugh, I might look into that again.

Fischkopf - Thanks for the material! If I find the laugh sound there I might replace it for that "off" sound which is there now.

Manco - That shouldn't be too hard, gonna try that too!


Also I am sorry people, but the chant sound for Abe is really not easy to replace, I'd have to make the whole .bnk from scratch and it's not a small .bnk, it contains all footstep/impact/other sounds of Abe/Sligs and other oddness in Oddworld.
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  #29  
04-05-2015, 05:45 AM
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I need help! What's better?
This: https://clyp.it/lxj0gcw4#
Or this: https://clyp.it/z1gcqi5c

The first one is a bit more clear but the second one seems to be more blended in and fitting BUT it has echo. What do you guys want ingame?

Also I'm changing the AE laugh and I'm putting this one in: https://clyp.it/kmmssx3s
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  #30  
04-05-2015, 05:47 AM
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Doesn't the engine apply the reverb by itself, according to the environment? In that case I would say, use the non-reverbed version, because in outside environments the reverb would seem very unnatural.
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