Ambient sounds

Here’s the first version of my soundpack, many sounds have been swapped out with legal to use sounds.

All music, ambience and weather, explosions, open and close sounds of various doors and some smash and swing sounds have been replaced.
Most “repeated” sound effects such as gunshots, walking sounds etc have not been replaced yet, but I’m working on that.

I tried to make the sound style fit how I want the game to be, so less “horror”. There’s a variety of depressing, hopeless and sometimes hopeful music, but still the occasional unnerving ambience.
The download includes a to-do list and attributions list.

Great to see this progressing at speed now.

That looks really sweet, pip12345. I can’t wait to use it, once it’s complete… :slight_smile:

Awesome, pip12345. I added your sounds to the github page, as well as added new melee weapon misses and hits.

http://chezzo.com/cdda/ChestHoleSoundSet.zip

The music though, I thought the music in my set is legal, but now I do not think so. There was a contest in this very forum that was to put music in the game. But some of their links are broken.

I emailed GlyphGryph, and he is trying to find them, but said they were on an old computer. Does anyone else have those music files?

Malkeus: question for you, chezzo: did you make any changes to your soundset, or just link to them? I noticed the filesize didn’t change

I just didnt upload it! Fixed now.

It’s nice to see everything shaping up now.
I hope we can at least manage to get some sort of completed soundpack up for the experimentals within 1 - 2 months time.

Just a heads up though: make sure to read up a bit on the creative commons licenses and the requirements for each different license and how to correctly credit everyone.
Many sounds use different kinds of licenses which will allow you to edit / not edit them and will require you to note them down in different ways (I just stick to a single way of noting down attributions in a way that will cover almost all CC licenses)

CC-BY 3.0, CC-CC0 and CC-BY-NC 3.0 (and a couple of others) all require you to write down the name the author gave the file, the license used by the sound, the filename you renamed it as, the author and the link to the download page of the sound.

Some licenses also require you to indicate if you’ve changed them.

Just make sure to properly credit or else it’s technically not legal to use the sounds. It would be a huge bummer to figure out you’ve done the attributions wrong when you’re halfway or almost done with a soundpack.
We all know it’s a huge chore, but sadly it’s necessary

Regarding CC licenses, keep in mind NC and ND are not ok for inclusion.
NC would render the whole project NC, which is unacceptable, and the sound code programatically modifies sounds, so ND doesn’t work.

Some of the stuff never worked for me, like danger music and the hulk music and such, and that was kind of disheartening, not knowing what worked and what didn’t.

But, when someone suggested I set the danger music to Highway to the Dangerzone, it made me look in the debug file, and I found I had added an extra comma and that was breaking everything after the error.

So now it all works! Same url, didn’t want to mess up peoples’ links.

I am psyched! I will go work on the legal version of the soundset, now.

Ah wow chezzo that would be awesome to have more working sounds :slight_smile:

Hmm, the download links aren’t working for me, even using the Game Launcher to try to download it. It gets stuck 108.1KB out of 71.9MB.

same here at 68.3Ko :confused:

I’m using ChestHole’s soundpack and loving it, but I’d like to re-add menu navigation sounds. However, it won’t work. I’ve added the sound, added its entry in the json, but it simply will not play. No sound plays for menu navigation. I can replace the navigation sound of the Basic soundpack and it works, but not ChestHole’s.

Hmm, might you show me the jsons? I might be able to fix it.

I fixed it, thank you though.

Hi,

I’m currently using this mod (RFFSounds) and I noticed that 2 weather sounds are playing at the same time (snow and daytime). Any idea?

Also I don’t have reloading sounds for my guns, weird… IDK if this comes from the mod or the engine.

[quote=“Chezzo, post:206, topic:9710”]Some of the stuff never worked for me, like danger music and the hulk music and such, and that was kind of disheartening, not knowing what worked and what didn’t.

But, when someone suggested I set the danger music to Highway to the Dangerzone, it made me look in the debug file, and I found I had added an extra comma and that was breaking everything after the error.

So now it all works! Same url, didn’t want to mess up peoples’ links.[/quote]
Under what circumstance does danger music play? Proximity to a hostile mob, or something else? Also, what determines the current level (low/medium/high/extreme) of danger? Is it a number of hostile mobs, or character HP, or a combination of both?

I’m sure this was brought up at some point, but is it possible to add sound effects when items are used? I feel the following are missing, in particular:

[ul][]Putting on/taking off clothes (can be some generic coat “rustling”, doesn’t have to be too accurate).
[
]Switch toggle when turning a flashlight on/off.
[]Gulping when drinking water (can be used for all liquids). Adding can opening SFX to fizzle drinks can further increase immersion.
[
]Crunching when eating snacks or dry food.
[]Tearing/stretching when applying a bandage (can be a different effect for applying a medkit).
[
]Cocking weapons when wielding them.[/ul]

I don’t know how the code is implemented but couldn’t these depend on the message log pretty much? Message x is toggled, corresponding sound y is played. If it’s as simple as editing the .json file that comes with the pack I can look into it myself but I can’t promise anything since I know zero coding.

After an hour of troubleshooting I found that the Cataclysm internal player only accepts 44.1Kkz.
The 48khz music files that I added manually crackled like a wet zombie being hit by chain lightning.

Audacity can re-sample them easily so no biggie once you know what’s the issue.
Not sure if this will help anyone else but I thought I’d just post it here just in case.

I would love to share and exchange custom music playlists with other players but it’s all commercial music (mostly game soundtracks) so that’s a bummer. IP laws are one first world problem a zombie apocalypse would solve and make the world a less ugly and especially less greedy place.

could i get a link to ur old timey soundpack

Has anyone noticed that the ambient fair weather sound continue playing when rain/snow sound is playing?

i also like it when i get my questions ignored xd

I’ve checked the code and found out myself. This is the part that executes danger music:

To the extent of my knowledge, this means that once the amount of hostiles in sight has been X for more than one turn, play:

  1. Low danger music 5-9 hostiles
  2. Medium danger music 10-14 hostiles
  3. High danger music 15-19 hostiles
  4. Extreme danger music 20+ hostiles

This can be useful when you want to replace existing danger music with your own and need to know in which scenarios it’ll play out.

In other news, I’ve been meaning to change the ambience/danger SFX to the legacy Project Zomboid music, for personal use. With the information dharthoorn provided this might actually be possible now. Is anybody else interested? I’ve already made a list of what tracks to use. If other people want this too it might motivate me enough to get off my ass and make this work for all of us.

That’s some nice code there. Makes me want to code shitty console games in c# again.
I’m just here to ask, is there a song for when you are just randomly walking around, just for ambiance? Cause it would be quite good to set up the mood. I’d add some guitar songs from stalker, but that’s just me.

Also, is there a sound when the safe mode goes off? That could be interesting.

It has been long since i was able to play with music on (there is always music in my house, can’t play with music unless i’m willing to sacrifice my podcasts to play with headphones) but i am still interested, that’s why i ask.

Since there doesn’t seem to be much progress on the sound front I will try to scavenge some of the WIP stuff Vulkans was working on in his Audiere branch (like the vehicle sounds) and try to implement support for more sounds as well.