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San Andreas Ambient Sounds - SAAS

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pep legal
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#1

Posted 18 October 2015 - 09:58 PM Edited by pep legal, 03 August 2016 - 06:43 AM.

PsFJHMD.png?1

 

 

 

Description:

   SAAS is my attempt to improve ambience over the whole state of San Andreas.

 

   A lot of sound effects was tweaked / twisted / smashed / baked using Audacity, in order to make them compatible to San Andreas atmosphere.

 

   A clever script coordinates everything, loading only the sounds triggered by specific places (defined by INI file).

   Its main features are :

    - Highly customizable by INI file
    - Sounds for dozens of places like : seas, rivers, roads, cities, country, desert, woods, farms, airports, ships, crowds, etc.
    - Day / Night variants
    - Smooth transition between different sounds/places (no hiccups or glitches)
    - Only uses 2D streams (avoiding those bugged 3D sounds)

 

 

 

Warning :

 

   This mod does NOT change any in-game sound. It's NOT a replacement for any object's sound (like cars, peds, etc).  It only adds "ambience" (AKA background sound).

 

 

 

Installing:

    Just copy the content of the Zip file to Cleo folder.

 

   You will also need this --->  http://gtaforums.com...des-by-dk22pac/
 

 

Usage:

   If you feel those sounds too much loud, reduce "globalVolume" in INI file (for example to 0.8)

 

   Instead...if they are too low, just reduce game volume to 30% (or less)...and then increase Windows volume.

 

   Make sure you have the latest Cleo Plugin installed and that your system can play MP3 files.

 

   This mod was only tested in 1.0 US EXE version.
    


Disclaimer:

   This mod was built using Free / Non-Copyrighted / Free for Non-Commercial Use...Sound Effects.
   Those sounds are (mostly) from www.freesound.org - very few are from youtube (and similar sites).
   If you are an author and feel disrespected about any of those sounds, please contact me and I will promptly remove it.
   This mod cannot be used for commercial purpose.
 

 

 

Bugs:

 

   You say (Bug Hunters / Beta Testers are wanted).

 

 

 

Improvements:

   Opinions / Suggestions / Corrections from Experts will be very appreciated.

 

 

 

Distribution:

    Go ahead...spread it everywhere...You can even change it for your Taste.

    Credits to "Pep Legal - GTA Forums" would be kind.

 

 

Download:
 

 

full release (jul-16)

 

STANDARD VERSION ==>  https://mega.nz/#!pd...-uKEG7o1anAIR9s

 

LITE VERSION ==> https://mega.nz/#!dE...ylYeUt-WTFk7YEY

 

 

 

small UPDATE (ago-16)  [ this one updates both :  the release "jul-16" and also the old "nov-15" ]

 

STANDARD VERSION ==>  https://mega.nz/#!UZ...gPF8qqW8bt_NoDY

 

LITE VERSION ==> https://mega.nz/#!JI...B2gWkJ0MAzJOArY

 

 

 

(obs.:  the only difference between versions is the compression level of the sound files )

 

 

 

Credits:

 

GTA Forums -> Junior Djjr for great tips about Memory Address...and indirectly all those gta ingenious who keep their projects Open Sourced ( I learned a lot from them )

 

and a huge Thanks to Deji for that Opcode Database ( http://gtag.gtagamin...pcode-database/ )

(honorable mention to DK and his New Opcodes, which made my work easier)

 

Freesound.org ->  klankbeeld (mostly), inchadney, conleec, corsica-s, robinhood76, reinsamba, brandonnyte, audiactiva, jymdavis...and many more.
 

 

 

Videos:

 

(by BlackAlienHD)

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Reyks
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#2

Posted 19 October 2015 - 01:10 PM

Just had a quick test of the mod, and I must say... holy f*cking sh*t this is incredible!

 

Seriously you've done some amazing work my friend :D

 

I have yet to play the game a bit more to test it further but what I have heard so far has truly impressed me, this really gives the game more life.

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eagle152
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#3

Posted 19 October 2015 - 02:02 PM

Can someone make a video which showcases at least one sound? I cannot hear any of those new sounds in game.


little_idiot
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#4

Posted 19 October 2015 - 04:06 PM

Man, this is amazing!

Can't imagine how hard and boring was the job, but finally you rock! :cookie: It can't be described by words - I hope somebody will create a short video. But this mod should be one of the best in this year! Thank you so much!

 

 

Can someone make a video which showcases at least one sound? I cannot hear any of those new sounds in game.

Use ini-file to navigate through different areas to make sure you're at the right place and check that your CLEO works at all - I just copied everything to the CLEO folder and run my game - works fine.

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eagle152
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#5

Posted 19 October 2015 - 07:42 PM Edited by eagle152, 19 October 2015 - 10:33 PM.

CLEO definetely is working, I tried with a couple of random small scripts. It seems that this particular script is working - well, at least when I enter a vehicle, radio is automatically switched off. But when I enter zones which are defined inside .ini file I can't hear anything. I reinstalled new opcodes a couple of times and added all lines to SASCM.ini and other files. Are there any other additional requirements?

 

P.S. nvm I reinstalled everything, and now it works fine.


little_idiot
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#6

Posted 19 October 2015 - 08:09 PM Edited by little_idiot, 19 October 2015 - 08:09 PM.

Hmmm... I've tried on CLEO 4.3. The whole folder "CLEO_SOUNDS" must be inside cleo-folder, but I'm pretty sure you did it. Then I have no idea :pardon:


Markuza
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#7

Posted 19 October 2015 - 08:10 PM

Wow dude, this is amazing.


Fireman
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#8

Posted 19 October 2015 - 09:13 PM Edited by Fireman, 19 October 2015 - 11:04 PM.

I tested it but ran into the same problem as eagle152;

 

The upper functions of the .ini all work, radio is shut down and the engine volume is lower (but only when I turn the radio on a channel), so clearly the script is functioning. However the zones don't seem to work. I can't hear anything, there doesn't seem to be a change in sound, could be a compatability problem or something I missed.

 

I'm using CLEO V 4.1.1.30F

 

EDIT: Copied folder and removed all CLEO scripts, installed CLEO 4.3. and then reinstaller SAAS and still nothing :(


PkUnzipper
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#9

Posted 20 October 2015 - 12:18 AM Edited by PkUnzipper, 20 October 2015 - 12:18 AM.

Description:

   SAAS is my attempt to improve ambience over the whole state of San Andreas.

 

   A lot of sound effects was tweaked / twisted / smashed / baked using Audacity, in order to make them compatible to San Andreas atmosphere.

 

   A clever script coordinates everything, loading only the sounds triggered by specific places (defined by INI file).

   

 

Love this mod. Much needed for all the ambience that was missing in SA. :cool:    Now if only I could find a mod utility which makes my optical mouse work without freezing up my save game  :/


Blackalien
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#10

Posted 20 October 2015 - 07:51 AM

Man, you really bringed more life to San Andreas, but while listening to the sounds in the sounds folder, I found ''creepy1,2 and 3''. Whre are these played :D


Fireman
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#11

Posted 20 October 2015 - 08:24 AM Edited by Fireman, 20 October 2015 - 08:26 AM.

Here's the errors that show up in the log, it's the same for all the individual audio files;

 

20/10/2015 10:20:48.543 Loading audiostream cleo_sounds/SAAS/heightWind.mp3 failed. Error code: 20
 
Apparantely that means it can't find the audio files inside CLEO/CLEO_SOUNDS. Ped Legal suggested making the path shorter. will give it a try later.

Fireman
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#12

Posted 20 October 2015 - 03:55 PM

Well I tried, just made the path Z:\GTASA and it didn't make a difference.

 

I'm using the latest CLEO 4.3., all other scripts in CLEO Folder work. I reckon you don't have to start a new game, but I did, didn't change anything.

 

Let's see if I get the install correct;

 

1. Install latest CLEO.

2. Download Opcodes, the only thing we have to copy is newOpcodes.cleo into the GTASA\CLEO Folder.

3. Copy contents of this mod into GTASA\CLEO.

 

That's all right or am I missing something? I disabled all other CLEO scripts but do still have some .asi plugins, I'll try removing those and see if there are compatability issues.


eagle152
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#13

Posted 20 October 2015 - 04:24 PM

you HAVE to make changes in SASCM.ini, opcodes.txt and Classes.db in Sanny Builder folder/sa subolder. You need to _ADD_ everything from the new opcodes to those files.


Fireman
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#14

Posted 20 October 2015 - 04:34 PM Edited by Fireman, 20 October 2015 - 05:18 PM.

That's only for people who use SannyBuilder to create mods/scripts isn't it?

 

Either way, I tried that, still gives the same error with CLEO 4.3.11, SannyBuilder with the edited files with opcodes and all files dropped in GTASA/CLEO


Junior_Djjr
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#15

Posted 20 October 2015 - 06:59 PM Edited by Junior_Djjr, 20 October 2015 - 07:00 PM.

Didn't worked when I installed in Mod Loader, only in CLEO folder, but ok.
 
 
I loved the script, I figured a simple but big mod, but I was impressed, very complex and well thought out :p
 
 
The "false 3d" sounds, like the store in Blueberry (252.1 -65.7 1.0) need to be very very lower, something like: Almost could only listen while inside the store or through the sidewalk. Currently the sound can be heard even being in end of the street.
 

- Smooth transition between different sounds/places (no hiccups or glitches)

I was in the area of Flint and found a bad transition at the beginning of the mod tests, so I ignored it thinking it was normal ... I did not find any more, I tried to go back look this bad transition and never found it again.
It was between a low sound and the other with "white noise" in the background, in which at first I thought it was the noise of a waterfall (but I was in the middle of a crop without water nearby :blink:  )
These "white noises" in the background can be easily removed using Adobe Audition, have specific tool for this removal, and the result of it is great. But most of these noises are sounds of winds.............
 
3D sounds are so buggy that? I dunno, I like them :p I always use
 
The songs could be more "90s San Andreas style"
 
For those who think that is strange sounds of many people and many cars, when San Andreas is a "ghost" state with little movement, use MixSets.
 
And please, if you update the mod, only send the download of modified files
 
Logo, if you want:
Spoiler

Please, make a vídeo too  :santa:
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Snoops27
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#16

Posted 20 October 2015 - 07:07 PM

Yeah, a video would be nice :D


Fireman
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#17

Posted 20 October 2015 - 07:44 PM

Considering you guys have it functioning, why don't you make a video?

 

I've been trying to get it to work to make a video but alas, no luck.


Junior_Djjr
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#18

Posted 20 October 2015 - 07:58 PM

Considering you guys have it functioning, why don't you make a video?

It took me 15 hours to download this mod. Upload a video is a nightmare for my slow net (after day 25 it becomes fast and I can use a little more until get slow again, so just so I can make a good video...)
I was thinking of a video driving through the woods on a mountain bike, and then hunting birds in the forest at night using The Birds Update and some Timecyc.dat to very dark nights :p :p

pep legal
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#19

Posted 21 October 2015 - 03:13 AM Edited by pep legal, 21 October 2015 - 04:28 AM.

UPDATE 1 :

 

 

First update aimming to solve some of those issues people mentioned.

 

- Fix some "sharp" transitions between regions (pointed by Junior)

 

- Lower volume for Town-Day sound.

 

- A better "Heightness" Wind sound (previous one was like White Noise - according to Junior).

 

- Another try out for People not being able to get this mod working.

 

 

Note : backup previous  SAAS.CS file (just in case).

 

 

Download -->  https://mega.nz/#!gA...fFDhJy5xKh2vgrQ

 

 

--------------------------------------------------

 

 

PS.: I cannot make a demo video right now (still working on this mod) - Besides, I think the whole idea of "Ambience" is to keep those sounds as LOW as possible (they are not FOREGROUND sounds...they are BACKGROUND sounds mostly)  - I don't know if a video would "capture" this idea properly.

 

However...if anyone has the capabilities to do that, I would gladly post it in the first Page.

 

Thanks.

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Blackalien
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#20

Posted 21 October 2015 - 06:40 AM Edited by blackalienHD, 21 October 2015 - 06:40 AM.

I am making youtube videos, so I may try to make one for the mod.
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Fireman
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#21

Posted 21 October 2015 - 11:14 AM Edited by Fireman, 21 October 2015 - 11:28 AM.

Doesn't function still but my log shows something different now and I get a in-game message that says Missing MP3 files (instead of it appearing in the log).

 

The CLEO log says;

 

21/10/2015 13:07:59.229 Unregistering custom script named saas

 

Once I load or start a game.

 

I'll try it on a fresh install later, it could just be a compatability issue, though I wouldn't know what it would be incompatible with as I don't have any other sound mods. If it's working for everyone else t must be, though I think it's weird that it can't find the sound files, almost makes it look like they should be placed somewhere else. Did older CLEO's use the audio folder or something? Though it does the same with the latest CLEO.


little_idiot
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#22

Posted 21 October 2015 - 02:23 PM

 

21/10/2015 13:07:59.229 Unregistering custom script named saas

I got this message in the log for each of my 100 scripts and this is not issue - they are working.

Should you update audio codecs and check Windows sound volume? I guess you did that already...

Best way will be to remove all the scripts from CLEO folder and test SAAS only - you don't even need to reinstall the game.


Fireman
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#23

Posted 21 October 2015 - 07:24 PM

I've cleared the CLEO folder already for just SAAS, but I also have .asi plugins in my main folder and I used a bug-free sound overhaul. 

 

Better to try it on a fresh install.


pep legal
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#24

Posted 21 October 2015 - 10:33 PM Edited by pep legal, 21 October 2015 - 10:36 PM.

I've cleared the CLEO folder already for just SAAS, but I also have .asi plugins in my main folder and I used a bug-free sound overhaul. 

 

Better to try it on a fresh install.

 

 

 

I haven't given up on you yet....try this one -->   https://mega.nz/#!IR...zm8qkYdO1Xx7AgI

.

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Fireman
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#25

Posted 22 October 2015 - 11:07 AM Edited by Fireman, 22 October 2015 - 12:34 PM.

It's allliiivvee.

 

I'm not sure wether or not it was actual the new .cs, as I seemed to have "forgotten" something with installing the opcodes.

 

I knew what I changed so let me check it out.

 

EDIT: Yes it was the .cs file, so thank you so much for looking into it, works great now. I thought for a while it was because I didn't replace classes.db with classes_NEW.db, but that didn't seem to be the issue.

 

Works with older versions of CLEO as well so I don't have to remove half my mods, which is fantastic.

 

EDIT2:

 

It's great a lot of good placed sounds, but some rather weird ones, I was really expecting to hear music outside of the dance clubs in LS and SF, but there isn't any D:

 

Also at the parking lot of the tennis court in San Fierro there is a very small piece of a lot of pedestrians talking, even though not many spawn there.


Junior_Djjr
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#26

Posted 22 October 2015 - 04:56 PM Edited by Junior_Djjr, 22 October 2015 - 04:58 PM.

Also at the parking lot of the tennis court in San Fierro there is a very small piece of a lot of pedestrians talking, even though not many spawn there.

That's why I recommend using the Mix Sets, increase the number of pedestrians and cars.

 

I think the mod could be, or should have some "light" version.

Such as the airport... there are sounds of airplanes... BUT THERE IS NO AIRPLANES  :blink:

 

And music festivals etc, I want a wind, birds, and even the church bell and all city sounds, but there are parties and other things where on the map is empty, but there are sounds of things there.

For this, just edit the .ini, right? You could leave an optional .ini removing such sounds of these places for people to choose.

 

 

Ah, the creepy sounds could be hidden on the map as an easter egg  :ph34r: 


Fireman
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#27

Posted 22 October 2015 - 08:10 PM

 

Also at the parking lot of the tennis court in San Fierro there is a very small piece of a lot of pedestrians talking, even though not many spawn there.

That's why I recommend using the Mix Sets, increase the number of pedestrians and cars.

 

I think the mod could be, or should have some "light" version.

Such as the airport... there are sounds of airplanes... BUT THERE IS NO AIRPLANES  :blink:

 

 

 

 

That's why I recommend AI Planes, it add flightpaths and planes that land and take-off at airports :p

 

If you use your imagination you can also expect those sounds to come from inside a nearby building, I think that's fine.


Blackalien
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#28

Posted 22 October 2015 - 08:43 PM

Hello! So as I said, I can make a demo video for the mod and here it is:

I hope my work has been worth it :)

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Fireman
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#29

Posted 22 October 2015 - 09:58 PM

I made a video as well, but it isn't as well done as blackalien's one, but I hope it'll help spread the mod around!

 

Spoiler
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pep legal
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#30

Posted 22 October 2015 - 11:14 PM Edited by pep legal, 23 October 2015 - 12:46 AM.

1) Oh boy...those Fuc*** videos are AWESOME !!!

 

2) Indeed, what I've seen so far, those "crowd" voices are not compatible with the reality you guys have in yours gameplay...so...as Junior said...Mix Set for you people (I'm using "PedDensity = 2.0", that's the reason those Voices are natural in my gameplay) - But perhaps I will reduce their "volume" a little bit (next release). - For me, those voices start where there are, at least, FIVE people....and for TEN people, they are very strong.

 

3) About planes...well...The main idea of this mod ...as I've said... is Ambience. So...it's not absolutely necessary to have Planes landing/taking off (however, I have them in my game :pp ). In the same way, it's not necessary to have Wolves in the Forest. Just the "Atmosphere" matters.

 

4) Music mostly in Las Venturas (for some Buildings and Cars)...just because...IT'S VEGAS ! ! !  The idea is to "contrast" the very URBAN atmosphere of San Fierro to the "ETERNAL HOLIDAY" atmosphere of Venturas (but only  nearby The Strip).

 

5) More birds ??? there are plenty of them in the whole country side.

 

6) Could you guys give more details where a Sound IS NOT compatible to the ambient or situation...I will try to fix it.

 

 

 

 

 

 


Also at the parking lot of the tennis court in San Fierro there is a very small piece of a lot of pedestrians talking, even though not many spawn there.

 

 

Strange ! nearby Avispa Country Club (San Fierro) I always have Crowds (usually 5~7 people). Maybe the range detection is too wide...or I should have done Crowd Sounds a bit more "Directional" (like I did for those "party" Cars in Las Venturas).

 

 

 

MjlS2PW.jpg

 

 

 

Qphkjus.jpg

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