Cyberpunk 2077
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hgyi56

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47 comments

  1. kodiak123
    kodiak123
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    Another one of those CDPR changes that i'll never understand, fixing whats not broken because...? as if the game couldn't use actual improvements. The new sound feels like we just slapped some dollar store plastic on legs.

    God bless ya for sharing this.
  2. reptiloid12345
    reptiloid12345
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    thanks for your other awesome mods
  3. XILITY9
    XILITY9
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    this mod needs a update some sound bugs are coming from this mod like the scanner sounds being muted etc
    1. Mecryes
      Mecryes
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      b0mp
  4. koob68
    koob68
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    hmm interesting I don't have 2.1 yet as I control the updates because I mod, I guess I'll have to lookup the new sound then, very weird decision to make all these changes that are subjective by cpdur. 
    1. bitsu92
      bitsu92
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      They're the one who designed everything in this game, if they don't like the sound it's normal that they want to change it
    2. koob68
      koob68
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      yeah after 3 years and millions of players-customers are used to the sounds, why do you think this mod exists? I realize there are a lot of bots-ai cpdur is sending out there to influence opinions but of course there are a lot of crap-eaters out there too who love the punishment and disrespect that cpdurtards hand out, for pay. These devs are not cordial I'll just be nice and put it that way.
    3. theReaper0908
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      @bitsu92
      Hmm.. in that case, care to buy a mercedes benz from me? then 2 years later, I'm gonna swap it out and give you a honda...
    4. bitsu92
      bitsu92
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      @koob68 how does it matter that the players are used to the sound ? This mod exist cause some people don't like the new sound, you can't please everyone.

      I'm a bot cause I said the people who design the sounds in this game don't have to obey some weird objectivity rule, they likely have good reasons for changing this sound or they wouldn't do it.

      I don't care about the devs, I didn't even pay for Cyberpunk, i'm just explaining why devs don't necessarily take into account "objectivity" when they take artistic decisions
    5. bitsu92
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      I don't consider this sound effect inferior to the previous one, it just sound more realistic for what the implant is supposed to be, that's an artistic decision made by the dev
    6. livefreexyz
      livefreexyz
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      @koob68 do you have a mental deficiency
    7. Styphoryte
      Styphoryte
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      Cmon guys, no point in arguaing at this point obviously, lets just say everyone has their personal preferences. And CDPR isn't going to care what yours is, so yeah that's why this mod is here just in case you prefer the old sound. ;) Thanks!!
  5. Jawnstar
    Jawnstar
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    Somehow, it became completely silent for me, not that I mind tho, pretty cool haha
    1. hgyi56
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      I guess you have a conflict with another audio mod then. 🙂
    2. Jawnstar
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      Probably, except your audio mods, I only use, voice mod for V and some NPCs and breathing system, not sure what can conflict but it's all good to me haha
    3. CorpoRatV
      CorpoRatV
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      The sound became muted too, strangely enough, because the only audio mod I've installed is for removal of ads from you. Using the Legacy version
    4. hgyi56
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      Since both mods modify eventsmetadata.json file they won't be compatible. You could make Mute TV Ads compatible by using its REDmod version.
  6. Gn3xus
    Gn3xus
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    Could you do a version that keeps the 2.1 charged jump sound but restores the 2.0 sound for double jumps and hover jumps (that last one is still usable even though it's not normally obtainable in-game anymore + there's OP Cyberware Legs that makes use of hover jumps) ? Is that even possible ?
    The Reinforced Muscles - Hover Jump cyberware legs - console code just in case :
    Game.AddToInventory("Items.ReinforcedMusclesEpic")EDIT: And now there's the Megingjord mod for hover jumps too :)
  7. Darkly
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    Thank you. The new one sounds like V has pogo sticks stuck to their legs..
  8. Dimon721
    Dimon721
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    O_o
    can u restore old motorbikes sounds?
    from 1.6
    1. hgyi56
      hgyi56
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      I don't have access to that release so I can't do it.
    2. Dimon721
      Dimon721
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      beta test mode in Steam.
      u can install 1.63 legacy version
    3. hgyi56
      hgyi56
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      I am using GOG, I cannot go past 2.0.
    4. Dimon721
      Dimon721
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      I can try to install 1.63 and upload the soundbank file to google drive.
      audio_1_general.archive
      or
      audio_2_soundbanks.archive
      ?
    5. BentSlightly
      BentSlightly
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      It is in Extras in GOG :)

      Underneath posters.
    6. inspykat
      inspykat
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      There is an extra called Cyberpunk 2077 Legacy 1.63 (113 GB) on GOG.
    7. hgyi56
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      Thanks for the info, I will look into this and see if I can do it. :)
    8. Dimon721
      Dimon721
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  9. inflamor
    inflamor
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    Finally, the new sound was driving me nuts, it's too loud and sharp while not being noticeable by enemies at the same time, pure silliness if you play sneaky ninja. Wish you used different sound for it to work since I'm using that gun, oh well.
    1. hgyi56
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      Did you notice the modifications about the Senkoh gun ?
      It should not concern the fire sounds but more like some moves or maybe the long animation when you equip the gun.
    2. inflamor
      inflamor
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      tbh I didn't, even the finger reader thing still plays the sound.
  10. PrimeTeaRatio
    PrimeTeaRatio
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    @hgyi56 I'm looking to make some audio adjustments to my own game and was wondering how to assign multiple different sounds to the one event. When I view the event I want to adjust, I can see it has multiple sounds it seems to play at random. I've been able to change the sound but I'm not sure how to give it more than one option to play. As far as I can tell, WolvenKit only lets me set one sound per event. Did you have any advice?
    1. hgyi56
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      The right way to do this would be to edit the "sfx_container.bnk" file which as far as I know cannot be modified. This file will set all rules for all sfx events, like looping, tuning volume, adding effects, define the audio files to use or whatever.

      The only solution I found is to find another event that use the same amount of files and duration and mute this event to use it for another event. This is not a perfect solution.

      In any case the modified audio files should have the same length (or so) than the original ones.
    2. PrimeTeaRatio
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      Thanks for the reply, I appreciate it. I was able to find the section in the sfx_container file regarding the sounds I would want to adjust, but I can't make head or tails of it. As far as I can tell, if I wanted to adjust the sounds for something then I would need to adjust the opuspak file which has the sounds combined together and then fix all the timings in the sfx_container file. It's like you said, the sounds would need to be the same duration for it to avoid having to adjust anything major like that. I wasn't even sure I could decompile the opuspak without there being some form of data loss, at least that's what I got from using the opusdec tool. Maybe someone will figure out a better solution down the road.
    3. hgyi56
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      I made a tool so you can extract audio files from OPUSPAKs and update them back.
      But as we said before, the game events have parameters and they are defined in the BNK files which we can't modify.

      So if we modify the audio files we must stay the closest possible to the original length and idealy the original file size too.
      Because what makes different audio mods incompatible is because the OPUSINFO file is modified by each mod and this file contains the data size of each file.

      If all audio mods would keep an identical file size for all modified audio regarding their original file then all audio mods would be compatible because the OPUSINFO would be identical.

      But of course modifying an audio file and keeping the same file size is not easy and I wonder if it is even possible.