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!
http://www.mediafire.com/download/tj.../Abe_voice.rar It replaces
The whistles are kept because I felt like they sound classic enough. I'll add the farts and possibly chanting in the next update. |
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. |
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. |
That laugh is the most out of place thing there lol.
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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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It's really nice to see mods already becoming a thing in Nnt. :D
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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Do it* Do it* Do it*
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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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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! |
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 : http://puu.sh/gFAWi/7135e589c5.png EDIT: But at least this works! |
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. :) |
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Also this is fucking rad, keep doing what you're doing. |
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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. :
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 :( |
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... |
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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Was there a difference of pitch in the original between Sligs? I've never noticed it.
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No, there wasn't.
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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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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. |
There are pitch shifts for sligs, specifically at coded gates are they most notable.
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Sligs get pitch shifted in AO. I can't remember if muds did before AE.
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Iirc they did, but not as extremely as in AE.
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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
Slig voice: Scrab sounds: |
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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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 |
If you can also do the Paramites and Slogs you’ll be my hero.
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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. |
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 |
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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It just sounds.. a bit off :/ Whaddaya think?
But that's expected.. it's AE sound. |
It's just a little out of place, but I think if you hadn't played Exoddus you wouldn't even notice it. A nice addition would be to add the alternative laugh as well, and making him switch between the two randomly.
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Try lowering the pitch, maybe it'll sound closer to AO
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Also, I discovered that the VO_Abe.bnk breaks mudokon natives whistles, aaaand that's baaad news for me. I have to assemble SFX.bnk from scratch, aaaaaaaand that's pure hell. All footsteps, drops, impacts, and other stuff in ONE bnk, and I have to manually do it all over again ;_; BUT that means I can also change chant sound, and that's actually worth it. http://puu.sh/h2Vi5/621ccbcf5e.png This, but about 8x, from scratch in Wwise. Oh well, wish me luck. EDIT: Progressing better than I thought but it's gonna get tough. http://puu.sh/h3pRu/d17c560e96.png A bit of cheer-up for All'oya : https://clyp.it/gcqfnln2 . . . . |
So it seems that it's unfixable without days/weeks of work (silent whistles of mud natives) but there's an easy solution for that, I'll quote myself from Steam forums:
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Good news: I fixed the laugh and Alloya sound. Here's the update!: https://mega.co.nz/#!XYBCiCoS!9D1k5z...1uz4OgH55XOMBY |
Hi Strnadik,
good job. I know how boring/hard it is to manage/rename/add Events into a new Soundbank with Wwise. I want to translate the voice of Abe into German(original german voice from Oddworld Abe's Exoddus) I am also trying to automate the soundbank creation in Wwise for a better workflow. But I still don't understand the correct structure. Can you upload a Wwise Project file with working soundbank like VO_Abe ? I use Wwise v2013.2.9. Thx |
Actually, that's exactly what's goldenboy trying to do, and he's really succesful so far, Abe and Sligs are speaking in german already and even the cutscenes are in german. Goldenboy's the guy who helped me alot with all this Wwise stuff.
Anyway, here's the proj file: https://mega.co.nz/#!iBwDWZDB!VQXDSj...44Gsu-QAus8ZmE |
Hi Strnadik,
thx for the fast answer. With GoldenBoy i was also talking in a german Forum. Very helpfull. Okay it was a missunderstanding. For understanding the Wwise structure for "New N Tasty" i need the full Project folder. Only the Project-file is not enough. I Know you do a lot of work and maybe you dont want to share your "source"work. So i start coding a little tool that rename the extracted wav files and add the description. Maybe i can generate the needed Wwise-stuff on the flow. So i need to know the structure Rename from ID.wav to ID-Soundname.wav My tool use the original SoundbanksInfo.xml and search the ID and copy the realname of file I thing it would be easier to work with Wwise to create "events" with the rigth name . 1. extract(RavioliGameTools_v2.8) a bnk-file in a folder of your choise(Wav) tested with VO_Abe.bnk 2. copy original SoundbanksInfo.xml in the same folder 3. copy my tool in the same folder http://www20.zippyshare.com/v/0wJVrw9r/file.html 4. start the tool and wait for the full progressbar Now you can easier create the events and replace the files with classic sounds |