And here i am over 2 years later to compound your point! Just tried out RAO because i wanted echoey reverb gunshots and while it did that, pretty decently i might add, everything *else* it added was driving me up a damn wall. the interior sounds they added WERE SO DAMN ANNOYING!
It'd make a lot of people, myself included, very happy if you took the time to essentially replicate RAO - Realistic Ambience Overhaul's Sound Physics. Basically, what I'm asking is, could you possibly make it so there's reverb on ALL sounds? Specifically when inside a structure and interior cells.
RAO is outdated as hell and the guy who made it was pretentious and has since left the modding scene.
PLEASE consider taking up the mantle, you're the only person I've seen so far who is doing something even remotely similar to what RAO does. To clarify, I'm not asking you to overhaul the ambience, but rather create sound physics for all indoor sound effects, i.e voices, footsteps, background ambience that already exists within the game, and I mean, you've already made gun reverb, couldn't be TOO crazy difficult, could it?
Anyways, I'd appreciate it so much if you could make even the slightest attempt at this, thanks for the already very wonderful modification. Your work is most appreciated!
Think you can expand on this mod a bit more? There are awkward parts of interiors where you did not apply this so stepping from one part of the interior cell to another causes there to be no reverb.
Awesome mod. I'm getting mixed results with weapon mods though. From testing just a few weapons, most custom weapons seem to automatically work. But some weapon mods use custom SNDR reverb classes (which sound very different from your mod).
I imagine I can make them work by having them use vanilla SNDR reverb classes (which this mod edits), but what are the differences between Reverb Classes A through E? I saw the Combat Rifle uses different sounds (WPNTailIntRifleHuntingAPlayerReverb[x] vs WPNTailIntRifleCombatPlayerReverb[x]) depending on the Reverb Class.
May I make a gentle suggestion: have three different downloads of the mod with the reverb tail at different volumes. Default, -6dv and -12db. You'll satisfy a wider variety of tastes, mod load orders and ting that way.
For example, I'm currently playing with Louder Gun and Player Hit Sounds, Realistic Weapon Sounds and now Sound Zero. With this combo (one I strongly recommend BTW) Sound Zero is a little too obnoxious and could do with being a quieter in the mix. People using Reverb and Ambience Overhaul might also enjoy folding Sound Zero into the sound scape but at much quieter levels thereby adding to what RAO is already doing... mabs.
Amazing mod man! Gunshots indoors sound so much better and immersive now, something I really was missing!
Btw those mods on your handmade rifle in the demo video, they're freaking sweet! I've been needing to add more/update KalashSmith with some newer stuff.
The two mods have some overlap but reverb modifies a lot more records, so I would suggest loading this one after reberb & ambiance overhaul, for the best of both worlds. It's not perfect but it's what I do and so far it's fine.
Hello! I have been supporting the BRB Guide on it's Discord channel. We use the reverb and ambience overhaul in our Modlist. I have been informed by other users there, that if you load this AFTER the reverb and ambience overhaul, it works like a charm! Hope this helps! This is why I am here now! To get it and check it out!
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Edit: Not only does it make a difference, the difference it makes is much more satisfying.
RAO causes more problems than it solves. Not recommended these days.
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RAO is outdated as hell and the guy who made it was pretentious and has since left the modding scene.
PLEASE consider taking up the mantle, you're the only person I've seen so far who is doing something even remotely similar to what RAO does.
To clarify, I'm not asking you to overhaul the ambience, but rather create sound physics for all indoor sound effects, i.e voices, footsteps, background ambience that already exists within the game, and I mean, you've already made gun reverb, couldn't be TOO crazy difficult, could it?
Anyways, I'd appreciate it so much if you could make even the slightest attempt at this, thanks for the already very wonderful modification. Your work is most appreciated!
I imagine I can make them work by having them use vanilla SNDR reverb classes (which this mod edits), but what are the differences between Reverb Classes A through E? I saw the Combat Rifle uses different sounds (WPNTailIntRifleHuntingAPlayerReverb[x] vs WPNTailIntRifleCombatPlayerReverb[x]) depending on the Reverb Class.
May I make a gentle suggestion: have three different downloads of the mod with the reverb tail at different volumes. Default, -6dv and -12db. You'll satisfy a wider variety of tastes, mod load orders and ting that way.
For example, I'm currently playing with Louder Gun and Player Hit Sounds, Realistic Weapon Sounds and now Sound Zero. With this combo (one I strongly recommend BTW) Sound Zero is a little too obnoxious and could do with being a quieter in the mix. People using Reverb and Ambience Overhaul might also enjoy folding Sound Zero into the sound scape but at much quieter levels thereby adding to what RAO is already doing... mabs.
Anyway, good work.
Right!!!! Back to murdering raiders
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Btw those mods on your handmade rifle in the demo video, they're freaking sweet! I've been needing to add more/update KalashSmith with some newer stuff.