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-   -   New 'n' Tasty - Classic Abe (Voice) (http://www.oddworldforums.net/showthread.php?t=21915)

Strnadik 03-16-2015 02:48 PM

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.

Manco 03-16-2015 05:24 PM

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.

Fischkopf 03-16-2015 05:49 PM

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.

Shade667 03-16-2015 07:33 PM

That laugh is the most out of place thing there lol.

Job McYossie 03-16-2015 09:13 PM

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.

Crashpunk 03-17-2015 03:53 AM

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.

Manco 03-17-2015 11:11 AM

:

()
I really want to hear the original Scrab and Paramites sounds.

Do this do this do this

Varrok 03-17-2015 11:30 AM

Do it* Do it* Do it*

Job McYossie 03-17-2015 12:25 PM

Can we just agree that strn is amazing? And if they do this then they're super amazing.

Strnadik 03-17-2015 02:04 PM

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!

Strnadik 03-18-2015 06:49 AM

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!


DarkHoodness 03-18-2015 01:54 PM

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. :)

JayDee 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.

Strnadik 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 :(

Fischkopf 03-30-2015 03:48 AM

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...

Job McYossie 03-30-2015 08:42 AM

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.

Holy Sock 03-30-2015 09:36 AM

Was there a difference of pitch in the original between Sligs? I've never noticed it.

Nepsotic 03-30-2015 10:48 AM

No, there wasn't.

Varrok 03-30-2015 10:55 AM

Not really. Just in AE flying sligs had higher pitched voices, I don't recall anything besides that.

Fischkopf 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.

Job McYossie 03-30-2015 06:13 PM

There are pitch shifts for sligs, specifically at coded gates are they most notable.

Phylum 03-30-2015 11:44 PM

Sligs get pitch shifted in AO. I can't remember if muds did before AE.

Nepsotic 03-31-2015 02:27 AM

Iirc they did, but not as extremely as in AE.

Strnadik 04-04-2015 02:38 AM

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:


Job McYossie 04-04-2015 05:03 AM

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.

Fischkopf 04-04-2015 06:27 AM

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

Manco 04-04-2015 06:42 AM

If you can also do the Paramites and Slogs you’ll be my hero.

Strnadik 04-04-2015 07:22 AM

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.

Strnadik 04-05-2015 05:45 AM

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

Fischkopf 04-05-2015 05:47 AM

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.

Strnadik 04-05-2015 05:58 AM

It just sounds.. a bit off :/ Whaddaya think?
But that's expected.. it's AE sound.


Fischkopf 04-05-2015 07:10 AM

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.

Varrok 04-05-2015 07:50 AM

Try lowering the pitch, maybe it'll sound closer to AO

Nepsotic 04-05-2015 09:05 AM

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()
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.

If you're going to use the AE "All o' ya" then you may as well just use all the AE sounds.

Fischkopf 04-05-2015 03:06 PM

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()
If you're going to use the AE "All o' ya" then you may as well just use all the AE sounds.

That would be a possibility of course, although the Oddysee voices has much more nostalgic value, at least to me.

Strnadik 04-05-2015 03:35 PM

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()
If you're going to use the AE "All o' ya" then you may as well just use all the AE sounds.

Nah it's still AO remake, not AE.

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
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Strnadik 04-06-2015 08:23 AM

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:

:

It looks like I can't fix 2 simple sounds without redoing something that'd take days/weeks of work. And I am really not sure if that's worth it because it's really pure hell to do it all from scratch, and the motivation is gone when you realize it's only for 2 silly whistle sounds of mud natives :(


On the bright side, it's easy to see what they are whistling. If they put their hands up and there's more notes, it's the upper whistle. If he has his hands down and there's only 2 notes, it's the deeper whistle. I am sorry people but if this is the only BIG problem, this is the solution.


Good news: I fixed the laugh and Alloya sound. Here's the update!:

https://mega.co.nz/#!XYBCiCoS!9D1k5z...1uz4OgH55XOMBY

knot-together 04-08-2015 02:48 AM

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

Strnadik 04-08-2015 06:47 AM

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

knot-together 04-08-2015 08:01 AM

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