Can you add a option in the mod manager in the next update ? One who give the possibility to have the ambiance sound for field and map, without change the original Sound of battle effect ? (like Sword / Magic / ects ). It would be so great !
No. There are several technical reasons for why. I won't go into all of them, but among which; it's impossible to use the stock engine for some sounds and the new engine for others. It's all one way or the other. If you were to "just stick on the ambience", then the new engine would be used for the ambience and you'd get no other sfx at all. Also a few of the fields have a stock ambience, so if you did import the vanilla sounds to the new engine, you'd have some fields with super high def ambience and some with crushed midi vanilla ambience. There are several areas in the game where doing this would be very awkward or be outright cringe. Some people suggest to change everything except battle sounds. The thing about that is many, many sounds are reused throughout the game. Just one example, a wave sound: The wave sound may be used in battle for the sewer monster, or Leviathan, but also used near the ocean. So, when you're near the ocean you'd suddenly hear midi waves next to HD sounds. This happens with probably half of the sounds in the game. There is also dealing with the complexities the mod adds like shuffled melee sounds. Setting up contingencies for if replaced battle sounds are off would compound those complexities. Which leads me to my second reason - I just don't want a hodgepodge mod where you'd have real recordings of birds etc. clashing against staticy-midi battle sounds. This was the problem with previous incomplete sfx mods for FF7. They only changed a hand full of battle sounds, which clashed against other battle sounds immediately surrounding them... Which leads me to most importantly; Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. Identifying and making and editing and replacing them took 2 years to complete. That is the entire purpose of the mod - to update everything. The same way Nino replaces every model in the game, the same way SYW updates every field in the game, and the same way any music mod replaces every song in the game. The other features like ambience, footsteps, etc. were just last minute bells and whistles to go on top of them thrown in during the final couple weeks of development.
Most of the FF7 modder's philosophies are to provide the remake everyone really wanted. If Square had made the 1:1 remake, they wouldn't have used those original sounds...
Ok noted , thank you for your answer. (I use the psx sounds, i dont really like replacement of sfx cause i'am a nostalgie guy, i was very interessed by the ambiance sound but i understand is not your main objectif ! so sad for me , anyway great work, keep it this way making ff7 mods very interessing !)
This mod is excellent. It's amazing how much ambient sounds and things like footsteps make a difference.
Unfortunately, I am having an issue that I can't seem to fix. Like one of the posters below, I am also experiencing a sound effect delay when running Cosmo Memory. I am hoping to find a solution.
With Cosmo Memory turned on, I have a 0.5–0.75 second delay for all sound effects compared to stock. If I turn Cosmo Memory off, the sound effects play with correct timing.
For example, with CM on, I can move the cursor down one entry in the menu and the cursor moves completely, then a half second later the sound effect plays. With CM turned off, the sound effect plays immediately as the cursor appears on the next entry.
It's especially noticeable in battle because the hit sounds do not align with the animations. With Cloud, he is already dashing back to his starting position by the time the slash sound effect plays. Barret's gunshots are heard after the muzzle flash instead of simultaneously with the muzzle flash. With CM turned off, Cloud's sword makes the slashing sound as the sword connects and Barret's gunshots play simultaneously with the muzzle flash. Switching back and forth between CM on and off makes the delay very apparent.
I am running version 1.1071 of Cosmo Memory, which was installed via 7th Heaven. I have tried using the latest standard and Canary builds of both 7th Heaven and FFNx. I have tried using CM alone with no other mods active. I have tried every possible combination of settings I can think of in the mod itself and in 7th Heaven, including running the game at stock resolution (internal and external) with all enhancements turned off and with each of the various graphics APIs and sound options. I have tried with vsync on and off. I have tried with my monitor set to 60Hz and 120Hz. Nothing seems to fix it.
I have a beefy PC (i7-11700, 32GB DDR4-4000, RTX 4090, gen-4 NVMe) and I'm running on a fresh install of Windows 10 with all of the latest Windows updates installed and all drivers up to date. It's not a PC issue. And the delay doesn't occur with CM turned off, so it's something related to CM itself.
Are there any other troubleshooting steps I could try to see if we can solve this issue?
EDIT: It's also happening on a different PC. I installed the latest stable build of 7th Heaven and installed Cosmo Memory and the same audio delay exists over there too.
Here is a video I just recorded while using a plethora of mods of what it should sound like. If this is what yours sounds like, then that's how it's supposed to be. If not, and you have a significant delay unlike this video, the only recommendation I could make is to make sure you don't have any audio enhancements on your audio device... FFNx doesn't play nice with them...
The sound effects are hitting directly on the frame melee animations hit... you mentioned full half second to 3/4 second delays... A second is an eternity when talking about sfx
If there was a 3/4 second delay it would look like this
Your video example shows what I mean. The hit sound is beginning when his arm is way up at the end of the swing. When analyzing frame by frame in your video, the sound effect begins 9 frames after the visual effect begins.
Granted, this isn't a big delay. It's subtle. But it is noticeable.
If you do the same thing again with CM turned off (i.e. the vanilla game), you will notice that the sound effect actually begins playing 2 frames before the visual effect begins. While this seems incorrect from a technical standpoint, it actually feels much more natural than it does with the 9-frame delay. Playing with and without CM back to back makes it pretty noticeable.
I apologize that my initial gauge of the delay was off. I was estimating around a half second when it's actually around 0.2 seconds (compared to vanilla). The original estimate was due to an audio hardware issue that I have since solved. But it did get me to look further into this because this 0.2-second delay still feels a bit off.
I imagine that you won't care about a small delay like this. I prefer the more fluid feel of the vanilla timings, but it's understandable that a mod with post-processing of audio will result in a tiny delay.
Anyway, thanks for taking the time to reply to my messages. Much appreciated and keep up the great work!
Sevael wrote: This mod is excellent. It's amazing how much ambient sounds and things like footsteps make a difference.
Unfortunately, I am having an issue that I can't seem to fix. Like one of the posters below, I am also experiencing a sound effect delay when running Cosmo Memory. I am hoping to find a solution.
With Cosmo Memory turned on, I have a 0.5–0.75 second delay for all sound effects compared to stock. If I turn Cosmo Memory off, the sound effects play with correct timing.
For example, with CM on, I can move the cursor down one entry in the menu and the cursor moves completely, then a half second later the sound effect plays. With CM turned off, the sound effect plays immediately as the cursor appears on the next entry.
It's especially noticeable in battle because the hit sounds do not align with the animations. With Cloud, he is already dashing back to his starting position by the time the slash sound effect plays. Barret's gunshots are heard after the muzzle flash instead of simultaneously with the muzzle flash. With CM turned off, Cloud's sword makes the slashing sound as the sword connects and Barret's gunshots play simultaneously with the muzzle flash. Switching back and forth between CM on and off makes the delay very apparent.
I am running version 1.1071 of Cosmo Memory, which was installed via 7th Heaven. I have tried using the latest standard and Canary builds of both 7th Heaven and FFNx. I have tried using CM alone with no other mods active. I have tried every possible combination of settings I can think of in the mod itself and in 7th Heaven, including running the game at stock resolution (internal and external) with all enhancements turned off and with each of the various graphics APIs and sound options. I have tried with vsync on and off. I have tried with my monitor set to 60Hz and 120Hz. Nothing seems to fix it.
I have a beefy PC (i7-11700, 32GB DDR4-4000, RTX 4090, gen-4 NVMe) and I'm running on a fresh install of Windows 10 with all of the latest Windows updates installed and all drivers up to date. It's not a PC issue. And the delay doesn't occur with CM turned off, so it's something related to CM itself.
Are there any other troubleshooting steps I could try to see if we can solve this issue?
EDIT: It's also happening on a different PC. I installed the latest stable build of 7th Heaven and installed Cosmo Memory and the same audio delay exists over there too.
wturner859 wrote:
Here is a video I just recorded while using a plethora of mods of what it should sound like. If this is what yours sounds like, then that's how it's supposed to be. If not, and you have a significant delay unlike this video, the only recommendation I could make is to make sure you don't have any audio enhancements on your audio device... FFNx doesn't play nice with them...
Sevael wrote: Yeah, you've got the same delay I do. I guess that's just how CM works.
Thanks for the response!
wturner859 wrote: The sound effects are hitting directly on the frame melee animations hit... you mentioned full half second to 3/4 second delays... A second is an eternity when talking about sfx If there was a 3/4 second delay it would look like this
Sevael wrote: Your video example shows what I mean. The hit sound is beginning when his arm is way up at the end of the swing. When analyzing frame by frame in your video, the sound effect begins 9 frames after the visual effect begins.
Granted, this isn't a big delay. It's subtle. But it is noticeable.
If you do the same thing again with CM turned off (i.e. the vanilla game), you will notice that the sound effect actually begins playing 2 frames before the visual effect begins. While this seems incorrect from a technical standpoint, it actually feels much more natural than it does with the 9-frame delay. Playing with and without CM back to back makes it pretty noticeable.
I apologize that my initial gauge of the delay was off. I was estimating around a half second when it's actually around 0.2 seconds (compared to vanilla). The original estimate was due to an audio hardware issue that I have since solved. But it did get me to look further into this because this 0.2-second delay still feels a bit off.
I imagine that you won't care about a small delay like this. I prefer the more fluid feel of the vanilla timings, but it's understandable that a mod with post-processing of audio will result in a tiny delay.
Anyway, thanks for taking the time to reply to my messages. Much appreciated and keep up the great work!
Your math is still quite off... This video is recorded at 60fps while using 60fps mod... There are 7 frames between the first frame of the impact animation, and the peak of the sound:
Which is .12 seconds. Which is still half of your now estimated .2 delay. And is a considerable amount of time in terms of sound effects.
To illustrate how insignificant that .12 seconds are, here's is a clip of the same slash sound played over top of each other with a .12 second delay Delay
Without that audio reference and on top of a visual animation at full speed, it's quite imperceptible and well within the margin of error for sfx.
The fact is that real recordings have build up to the peak of the sound/impact that a midi sound doesn't have. If the front of the sounds were cut off so that the peaks were frame perfect, it would sound chopped and terrible. NotChoppedChopped
[For clarity, all mentions of "vanilla" referenced here include the 60fps gameplay mod via running FF7 through 7th Heaven and FFNx updated to their latest versions. The only difference being tested is toggling Cosmo Memory on or off.]
When I check your original clip in a video editor, it's 9 frames of the visual effect on screen before the sound effect begins. When comparing to vanilla where sound effects begin 2 frames early, that's a total of 11 frames of difference between CM on and CM off. That works out to 0.18333 seconds difference between CM and vanilla. Even throwing away the early nature of vanilla's sound effects, it's still a delay of 0.15 seconds from visual to auditory when running CM. But for discussion's sake, let's go with your calculation of 0.12 seconds. That is still a noticeable delay. It's not correct to say that that is imperceptible because many people can absolutely notice it.
If you want to try a real world test that many people can easily access, set your home theater system or soundbar to a 120ms delay (0.12 seconds) and tell me if the lip sync and sound effects of news and sports (60fps content) feel off. It absolutely does feel off, and it bothers just about everyone. You have to get the delay down to around 40ms (0.04 seconds) before people stop noticing the latency. That's why we have those settings on TVs, soundbars and audio receivers in the first place. A tenth of a second absolutely can matter when it comes to our brains synchronizing visual and auditory cues into a single audiovisual event.
Our brains are quite precise when recognizing the connection between the visual and auditory aspects of a single event, so we especially tend to notice when they're not in sync, even if they are very close together. I used to subtitle professionally and subtitles appearing a 10th of a second after speech begins is enough to bother people. It can break the sense of "simultaneous." As we were dealing with live-action Asian television shows on DVD, the frame rate of the content was primarily 60fps. Our mandate was to get the subtitle text up within 2 frames (0.0333 seconds) of voice audio for maximum comfort and acceptance. When you get the appearance of the subtitle close enough to the beginning of the speech audio, our brains tend to no longer notice the appearance of the subtitle; it feels like it's a part of the audio. Our brains amalgamate two intrinsically-connected events and we perceive it more as a single event instead, as long as the timing feels simultaneous.
Anyway, it is a fact that there is a small timing difference between playing FF7 with CM and without, and this difference can definitely be noticed by some people at normal game speed at 60fps. To me, the sound timing of vanilla feels more natural, both with battle sound effects and the menu cursor movement sound. I showed the two back to back to several friends and they each picked the vanilla timing as their preference.
Is a 0.12-second delay noticeable? To many people, yes. But is it a big deal in this context? Not likely. I imagine that even when people notice that delay, the vast majority would be just fine with it in order to have the excellent perks that CM offers. In fact, anyone noticing the delay would probably think that's how the vanilla game worked too and wouldn't give it a second thought. So don't worry about it.
The delay I initially thought I was seeing in CM was much more significant, but that was due to a hardware issue on my end that has since been remedied (bad headphones). The actual timing of CM should be good enough for most people, especially given the benefits CM provides. So there's nothing to worry about here.
"Cannot open file 'C:\Users\user\Downloads\(Tsunamods) Cosmo Memory-37-1-105-1669798767.7z' as archive C:\Users\user\Downloads\(Tsunamods) Cosmo Memory-37-1-105-1669798767.7z Cannot open the file as [7z] archive Errors: Unexpected end of data"
First off, I love this mod, it's really great. It adds a lot to the game that I didn't know I even wanted. I also love the ambient sounds. Well, except for one. There's a sound in this mod that's so unbelievably grating, that it forced me to turn off the ambient sounds part of the mod, altogether. Spend any amount of time in the North Corel or Gold Saucer prison area, and you'll end up wanting to rip your hair out in a rage. There's quite possibly the most obnoxious bird call I've ever heard in my life, played on a nonstop loop in those areas, and I assume many other areas later. I could barely focus on what I was doing. It's unmistakable, too, as it's the loudest noise you'll hear in those areas. It's so bad, that it actually soured my mood, and made me want to stop playing the game, altogether. Everything else about the mod is genuinely impressive, but that looped bird call could be used to torture dissidents. I'm straight up ready to reveal where my secret base is hidden, and I don't even have one.
It's not a bird. It's a cicada. Specifically Hyalessa Maculaticollis (the anime cicada) commonly heard in Japan in the summer and warm areas. Probably most infamously plays through essentially the entire Evangelion series. https://www.youtube.com/watch?v=-mPGe9AGkfk
I don't know who pissed in your cereal bowl this morning, but your reaction to a bug sound is a bit over the top and exaggerated.
Love the extra sound effects, but I'm having trouble with the audio being delayed a second or two. this is really noticeable in combat and the menu. Is there a setting in 7H that I need to change or something? I went through the options to make sure the devices were properly selected, and they are afaik.
When I disabled CM to see if that would fix it, i had no sound effects at all, just music.
Never heard of anyone getting any kind of delay. I also cannot reproduce this on the latest canaries with or without the 60fps mod. The only thing I can think to tell you to do is mess with your vsync maybe? And see if you're running low on ram when playing.
As far as getting no sound when CM is turned off; to fix this, just go into 7H driver settings and hit "Reset Defaults" at the bottom. (assuming you're on the latest 7H canary.)
Great addition, but may or may not be for you. Many of the replacements are nice, as are the extras (battle grunts, footsteps, etc), but to me, some of the sounds, like attacks and the enemy death sound lack the punch of the original, and are kind of anemic.
With so many changes, there's bound to be some you like, and some you don't. For me, it WAS a sometimes on, sometimes off mod, until one time after turning it off, some of the original sounds didn't work anymore at all. Now I'm concerned about activating it again.
That's an issue with FFNx not reverting to original settings when the game closes. No fault of the mod. To fix, you need to edit the ffnx.toml to turn off external sfx. Similar to the post below... As far as not liking some of the sounds; sorry. ¯\_('_')_/¯
I was having a similar problem with audio, like no sound during FMVs, such as the explosion sounds from Reactor 1? Now an FMV and preceding transition scene plays with no sound whatsoever. Everything afterwards cuts out.
I thought it might have been this mod, but after disabling it, I had the same issue, and I was really worried. Thankfully, editing the toml file managed it.
Hi, having a strange issue where when I disable this mod, I still have footstep sounds, but only 1 single sound, the variance depending on what surface you are walking on has gone. Not sure how to stop this haha
Edit: Nevermind, I disabled the footsteps setting in FFNx.toml and the issue has disappeared!
When CM is turned off, it should automatically turn off foosteps inside ffnx.toml. Sometimes if your game crashes, the toml gets stuck and doesn't revert. Unless you went in manually and turned them on at some point.
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The author has locked this comment topic for the time beingCan you add a option in the mod manager in the next update ?
One who give the possibility to have the ambiance sound for field and map, without change the original Sound of battle effect ? (like Sword / Magic / ects ).
It would be so great !
Most of the FF7 modder's philosophies are to provide the remake everyone really wanted. If Square had made the 1:1 remake, they wouldn't have used those original sounds...
(I use the psx sounds, i dont really like replacement of sfx cause i'am a nostalgie guy, i was very interessed by the ambiance sound but i understand is not your main objectif ! so sad for me , anyway great work, keep it this way making ff7 mods very interessing !)
Was this made specifically for your mod? I've been trying to find a standalone mod to do this but the only other mention is through using Reunion.
Unfortunately, I am having an issue that I can't seem to fix. Like one of the posters below, I am also experiencing a sound effect delay when running Cosmo Memory. I am hoping to find a solution.
With Cosmo Memory turned on, I have a 0.5–0.75 second delay for all sound effects compared to stock. If I turn Cosmo Memory off, the sound effects play with correct timing.
For example, with CM on, I can move the cursor down one entry in the menu and the cursor moves completely, then a half second later the sound effect plays. With CM turned off, the sound effect plays immediately as the cursor appears on the next entry.
It's especially noticeable in battle because the hit sounds do not align with the animations. With Cloud, he is already dashing back to his starting position by the time the slash sound effect plays. Barret's gunshots are heard after the muzzle flash instead of simultaneously with the muzzle flash. With CM turned off, Cloud's sword makes the slashing sound as the sword connects and Barret's gunshots play simultaneously with the muzzle flash. Switching back and forth between CM on and off makes the delay very apparent.
I am running version 1.1071 of Cosmo Memory, which was installed via 7th Heaven. I have tried using the latest standard and Canary builds of both 7th Heaven and FFNx. I have tried using CM alone with no other mods active. I have tried every possible combination of settings I can think of in the mod itself and in 7th Heaven, including running the game at stock resolution (internal and external) with all enhancements turned off and with each of the various graphics APIs and sound options. I have tried with vsync on and off. I have tried with my monitor set to 60Hz and 120Hz. Nothing seems to fix it.
I have a beefy PC (i7-11700, 32GB DDR4-4000, RTX 4090, gen-4 NVMe) and I'm running on a fresh install of Windows 10 with all of the latest Windows updates installed and all drivers up to date. It's not a PC issue. And the delay doesn't occur with CM turned off, so it's something related to CM itself.
Are there any other troubleshooting steps I could try to see if we can solve this issue?
EDIT:
It's also happening on a different PC. I installed the latest stable build of 7th Heaven and installed Cosmo Memory and the same audio delay exists over there too.
Here is a video I just recorded while using a plethora of mods of what it should sound like. If this is what yours sounds like, then that's how it's supposed to be.
If not, and you have a significant delay unlike this video, the only recommendation I could make is to make sure you don't have any audio enhancements on your audio device... FFNx doesn't play nice with them...
Thanks for the response!
If there was a 3/4 second delay it would look like this
Granted, this isn't a big delay. It's subtle. But it is noticeable.
If you do the same thing again with CM turned off (i.e. the vanilla game), you will notice that the sound effect actually begins playing 2 frames before the visual effect begins. While this seems incorrect from a technical standpoint, it actually feels much more natural than it does with the 9-frame delay. Playing with and without CM back to back makes it pretty noticeable.
I apologize that my initial gauge of the delay was off. I was estimating around a half second when it's actually around 0.2 seconds (compared to vanilla). The original estimate was due to an audio hardware issue that I have since solved. But it did get me to look further into this because this 0.2-second delay still feels a bit off.
I imagine that you won't care about a small delay like this. I prefer the more fluid feel of the vanilla timings, but it's understandable that a mod with post-processing of audio will result in a tiny delay.
Anyway, thanks for taking the time to reply to my messages. Much appreciated and keep up the great work!
Your math is still quite off... This video is recorded at 60fps while using 60fps mod...
There are 7 frames between the first frame of the impact animation, and the peak of the sound:
When I check your original clip in a video editor, it's 9 frames of the visual effect on screen before the sound effect begins. When comparing to vanilla where sound effects begin 2 frames early, that's a total of 11 frames of difference between CM on and CM off. That works out to 0.18333 seconds difference between CM and vanilla. Even throwing away the early nature of vanilla's sound effects, it's still a delay of 0.15 seconds from visual to auditory when running CM. But for discussion's sake, let's go with your calculation of 0.12 seconds. That is still a noticeable delay. It's not correct to say that that is imperceptible because many people can absolutely notice it.
If you want to try a real world test that many people can easily access, set your home theater system or soundbar to a 120ms delay (0.12 seconds) and tell me if the lip sync and sound effects of news and sports (60fps content) feel off. It absolutely does feel off, and it bothers just about everyone. You have to get the delay down to around 40ms (0.04 seconds) before people stop noticing the latency. That's why we have those settings on TVs, soundbars and audio receivers in the first place. A tenth of a second absolutely can matter when it comes to our brains synchronizing visual and auditory cues into a single audiovisual event.
Our brains are quite precise when recognizing the connection between the visual and auditory aspects of a single event, so we especially tend to notice when they're not in sync, even if they are very close together. I used to subtitle professionally and subtitles appearing a 10th of a second after speech begins is enough to bother people. It can break the sense of "simultaneous." As we were dealing with live-action Asian television shows on DVD, the frame rate of the content was primarily 60fps. Our mandate was to get the subtitle text up within 2 frames (0.0333 seconds) of voice audio for maximum comfort and acceptance. When you get the appearance of the subtitle close enough to the beginning of the speech audio, our brains tend to no longer notice the appearance of the subtitle; it feels like it's a part of the audio. Our brains amalgamate two intrinsically-connected events and we perceive it more as a single event instead, as long as the timing feels simultaneous.
Anyway, it is a fact that there is a small timing difference between playing FF7 with CM and without, and this difference can definitely be noticed by some people at normal game speed at 60fps. To me, the sound timing of vanilla feels more natural, both with battle sound effects and the menu cursor movement sound. I showed the two back to back to several friends and they each picked the vanilla timing as their preference.
Is a 0.12-second delay noticeable? To many people, yes. But is it a big deal in this context? Not likely. I imagine that even when people notice that delay, the vast majority would be just fine with it in order to have the excellent perks that CM offers. In fact, anyone noticing the delay would probably think that's how the vanilla game worked too and wouldn't give it a second thought. So don't worry about it.
The delay I initially thought I was seeing in CM was much more significant, but that was due to a hardware issue on my end that has since been remedied (bad headphones). The actual timing of CM should be good enough for most people, especially given the benefits CM provides. So there's nothing to worry about here.
Can't tell you why, but It's suddenly not compatible with 7h stable... You'll need to upgrade to 7th Heaven canary."Cannot open file 'C:\Users\user\Downloads\(Tsunamods) Cosmo Memory-37-1-105-1669798767.7z' as archive C:\Users\user\Downloads\(Tsunamods) Cosmo Memory-37-1-105-1669798767.7z
Cannot open the file as [7z] archive
Errors: Unexpected end of data"
Spend any amount of time in the North Corel or Gold Saucer prison area, and you'll end up wanting to rip your hair out in a rage.
There's quite possibly the most obnoxious bird call I've ever heard in my life, played on a nonstop loop in those areas, and I assume many other areas later.
I could barely focus on what I was doing. It's unmistakable, too, as it's the loudest noise you'll hear in those areas.
It's so bad, that it actually soured my mood, and made me want to stop playing the game, altogether.
Everything else about the mod is genuinely impressive, but that looped bird call could be used to torture dissidents.
I'm straight up ready to reveal where my secret base is hidden, and I don't even have one.
I don't know who pissed in your cereal bowl this morning, but your reaction to a bug sound is a bit over the top and exaggerated.
When I disabled CM to see if that would fix it, i had no sound effects at all, just music.
As far as getting no sound when CM is turned off; to fix this, just go into 7H driver settings and hit "Reset Defaults" at the bottom. (assuming you're on the latest 7H canary.)
With so many changes, there's bound to be some you like, and some you don't. For me, it WAS a sometimes on, sometimes off mod, until one time after turning it off, some of the original sounds didn't work anymore at all. Now I'm concerned about activating it again.
I thought it might have been this mod, but after disabling it, I had the same issue, and I was really worried. Thankfully, editing the toml file managed it.
Edit: Nevermind, I disabled the footsteps setting in FFNx.toml and the issue has disappeared!