Just set up my Fallout 4 modded playthrough after being over on a TTW+/TWSG+ playthrough for a while now. Went through The Midnight Ride Fallout 4 guide, and start building off of that will all the mods I like using. Came back to your audio mods and am super pleased with the results, using all three; Bullets/Physics/Melee. Ditched RAO for LOST Audio Tweaks, along with all their optionals, as It has come a long way.
Everything sounds and feels great, even without any other audio replacers/mods. Props and highly recommend! Endorsed all the way.
(For those with NextGen Issues, I'd highly recommend a coding downgrade like what's offered in The Midnight Ride, as your game will support significantly more mods, with a lot less headache on waiting for your load order to get up to date with NextGen. Plus you still benefit from all the new content.)
I've been using this for a while, but I started noticing that steam pipes' hissing sounds in certain cells (such as the General Atomics factory for Automatron) have become deafeningly loud, and I've narrowed it down to this mod.
I can't seem to find anything in FO4Edit referring to that sound descriptor, but if anyone can help, I'd greatly appreciate it! It also exists seemingly at the same level in the lower decibel version of the mod. Thanks for the original mod and for any help in advance!
That might have been a dumb mistake on my part, thank you for noticing and pointing out that the same sound level is present in the lowered version too, that narrows down the search considerably
Happy to help! And I can't say for certain that it's identically loud, but it remains noticably louder than the vanilla sound, and I couldn't tell a difference in the two versions for that particular sound. I hope that helps reveal where that one got changed! Thanks again :)
Ey guys, someone found a solution for the disappearing audio with the Binaural 3D mod and posted it in that mod's page. Here's the fix.
Kudos to @cameljockey3000 , the OP If you are on Windows 64bit, copy and paste (replace the one provided from this mod in your Fallout 4 folder) from your own native default 64-bit version of X3DAudio1_7.dll from the following location of your own PC: C:\Windows\SysWOW64\ If you want a 32-bit version for some reason, it is located at the following location: C:\Windows\System32
Tried it and it seems to work for me. It looks like it doesn't have to do with this mod in particular but it happens without it also. My guess is it has something to do with high reverb noises for some reason (???). Something something 64-bit...
I'm afraid that not just Binaural 3D audio may have that issue with this mod as I've had several users reporting audio cutting out when using Bullet Impact Overhaul even without that. Luckily this listed fix seems to be working for them so thank you!
Hello there!!! Would like to share this information with regards to the audio cutout.
I've continued to experience the audio cutout even though I followed the steps as suggested above and without the 3D Binaural HRTF mod. This is what I found out in Reddit posts related to the problem.
Check if your laptop or pc has a pre-installed Realtek HD Audio Manager, because since this mod is not compatible with 3D Binaural (HRTF), I've read somewhere in Reddit that Realtek happens to have an HRTF pre-installed.
My work around settings in Realtek Audio Manager, to avoid the cut out were these: 1) Always use and select Headphones once attached. 2) In Speaker Configuration tab untick Virtual Surround box. 3) In Sound Effects tab, both Environment and Equalizer set to "NONE", untick Loudness Equalization box. 4) In Default Format tab, set it to 24 Bits, 48000 Hz, (Studio Quality) from the dropdown (at this point this is dependent if you have this or not in your version of Realtek HD Audio Manager, my audio codec version is ALC3229), then click "DVD Format", then click "OK" at the bottom right to finish the setup.
By doing this method, no longer experienced the cutouts and audio lapses during high intensity firefights in settlement invasions and Battle at the Boston Airport.
Hope this helps anyone using Realtek to continue playing this very addictive game without audio problems.
Just to understand the situation better: did you still get the issue with the 1.5.2 hotfix? is this still an issue or were you guys just trying to make the regular version work with that mod? because if so I have to investigate more and find a solution that is incorporated into the main mod and doesn't require any extra work and your help in understanding the problem would help me a lot
Apologies for the very late reply, I just got back from a month long assignment.
Anyway about your mod v1.5..2, it works, however, then I wasn't aware that Realtek HD Audio Manager has a built in HRTF. So even though, I've uninstalled the 3D Binaural mod, I still encounter the audio cutout. Until today, in fact I still have it and funny thing is, the problem spread.
During melee combat and player / npc character falling, I will have the audio cutout. But most of the time, it is during a synth relaying in via teleportation. This time I'm not really sure what is causing it. For added information I have Lost Audio Tweaks and Reverb and Ambiance Overhaul Tweaked installed. But those mods I believe work well with each other. Also I have MWGS for the weapon sounds.
For the moment, everything is playing normally. If I lose the audio, I'll just restart the game.
Anyway, don't sweat it Friend, it is what it is. I really do appreciate your efforts to have a better sounding game.
This might actually be a soundcard specific issue, there are a lot of conflicting reports on what causes the bug from different mod combinations to different sounds triggering the audio crash, man what a nightmare to figure out xD I'm just glad a solution was found, I hope it works for most people
As I said this mod is really non-intrusive and very light, it just edits the sound descriptors and adds a couple extra FX chains and such, it's really puzzling to me why it would destroy the audio engine for some people and not others, I hope most people get to enjoy my work without too much frustration to get it to work
Hello again Author, here's hoping you are doing well.
Just an update, I may have finally found out the audio cutout source in my case. The mod I'm referring to is the Reverb and Ambience Overhaul Tweaked mod. I may have overdone myself here.
You see, I use a gaming headset and having that mod installed was too overjoyed all sounds blasting at maximum: Ambience setting at 20, Reverb setting at 15 in the options->audio menu.
After experiencing the audio cutout (again last night) I reviewed my settings and I decided to lower it down a bit. Now my current setting A->13, R->8, no more cutouts or distortions encountered, despite me throwing relay grenades non stop and even attacking the Boston Airport where the BOS have all arsenal of weaponry, PA and whatnot, no cutout, distortions, and audio being delayed in a heavy firefight, compared to before.
I've been playing on this current setting as of this writing and it appears the problem has been rectified......hopefully for final this time.
Give me a week from today and will give you an update.
I've always suspected that excessive reverberation was the cause of the audio engine crash for some people, but it does seem like the issue has different causes. Man what a headache, I hope all the fixes listed here can help everyone with the issue
A warning to anyone who attempts to use this 'fix'. This is not a fix. It just reverts the changes that the Binaural 3d Sound mod makes. You might as well just remove the Binaural mod, you'll get the same result. The only solution seems to be the outdated 1.5 hotfix, or don't use the two mods together.
I preferred the lowered sound version for your previous iteration of the mod. Are sound levels kept more realistic in 2.1 rendering 1.7 lowered sound obsolete?
Keep in mind bullets are loud, but in the new version I've reworked pretty much every sound and the end result is somewhat lower in volume across the board. When I reach perfection, I will upload a new lower volume version :)
This mod definitely gives combat a boost. Much grittier. A bad guy firing a shotgun at you that hits some metal nearby sounds like it should now: A fistfull of gravel hitting a tin roof! Much better. Thank you. Endorsed.
Hello I noticed that in some mods, when to a shotgun is added birdshot shells, which increases the number of bullets fired, from 8 or 9 to 16 or 20, the sound of hitting a surface is too loud, even in the lowered sound version. Is there an entry that I could change inf FO4Edit to lower the sound of shotgun pellets hitting a surface? Thanks.
That is actually a limitation that I'm trying to overcome, basically: the sound records don't distinguish between a .50 cal or a shotgun pellet hitting a surface, they all produce the same sound at the same level. Of course I took into account the amount of pellets the shotties can fire at once and adjusted the levels for the usual 12ga we find in the game, accounting for birdshot and hundreds of impacts at once may be way too much though :/ I'll look into it though, trying to find a way to create new sound models
You could try to change the "static attenuation" (I think that's how it's spelled) within the impact dataset portion of the plugin (inside FO4EDIT".
For example, impact against metal or wood will have their own static attenuation section under the section, "Sound Descriptor" Raise the number to whatever is comfortable after in game testing. Example,
-Find the "Sound Descriptor" section. -Find an impact sound, example (FXBulletImpactGlass) -Scroll down to "Static Attenuation" -For this mod, the default is at "4.000000" -Raise that number to something more your comfort level, such as "12.000000" or 14.500000"
Simply put: if you shoot a pistol round into a wall the game will play 1 impact sound of that type, if you fire a shotgun shell containing 12 pellets it will produce 12 individual sounds and there's no way around this. As such, I already modulate the static attenuation from the sound descriptor to the compound sound to the sound model for each type of impact, and I already took into consideration the shotgun issue and for now this is the best possible result unless we find a way to "attach" different sounds to different calibers/ammo types
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Everything sounds and feels great, even without any other audio replacers/mods. Props and highly recommend! Endorsed all the way.
(For those with NextGen Issues, I'd highly recommend a coding downgrade like what's offered in The Midnight Ride, as your game will support significantly more mods, with a lot less headache on waiting for your load order to get up to date with NextGen. Plus you still benefit from all the new content.)
I can't seem to find anything in FO4Edit referring to that sound descriptor, but if anyone can help, I'd greatly appreciate it! It also exists seemingly at the same level in the lower decibel version of the mod. Thanks for the original mod and for any help in advance!
Kudos to @cameljockey3000 , the OP
If you are on Windows 64bit, copy and paste (replace the one provided from this mod in your Fallout 4 folder) from your own native default 64-bit version of X3DAudio1_7.dll from the following location of your own PC: C:\Windows\SysWOW64\
If you want a 32-bit version for some reason, it is located at the following location: C:\Windows\System32
Tried it and it seems to work for me. It looks like it doesn't have to do with this mod in particular but it happens without it also.
My guess is it has something to do with high reverb noises for some reason (???). Something something 64-bit...
Have a good one.
I've continued to experience the audio cutout even though I followed the steps as suggested above and without the 3D Binaural HRTF mod. This is what I found out in Reddit posts related to the problem.
Check if your laptop or pc has a pre-installed Realtek HD Audio Manager, because since this mod is not compatible with 3D Binaural (HRTF), I've read somewhere in Reddit that Realtek happens to have an HRTF pre-installed.
The audio cutout happens to me frequently even with melee weapons. I have all of these installed: Physics Impact Overhaul, Melee Impact Overhaul and this mod, all made by the author.
My work around settings in Realtek Audio Manager, to avoid the cut out were these:
1) Always use and select Headphones once attached.
2) In Speaker Configuration tab untick Virtual Surround box.
3) In Sound Effects tab, both Environment and Equalizer set to "NONE", untick Loudness Equalization box.
4) In Default Format tab, set it to 24 Bits, 48000 Hz, (Studio Quality) from the dropdown (at this point this is dependent if you have this or not in your version of Realtek HD Audio Manager, my audio codec version is ALC3229), then click "DVD Format", then click "OK" at the bottom right to finish the setup.
By doing this method, no longer experienced the cutouts and audio lapses during high intensity firefights in settlement invasions and Battle at the Boston Airport.
Hope this helps anyone using Realtek to continue playing this very addictive game without audio problems.
Stay safe and best regards.
Apologies for the very late reply, I just got back from a month long assignment.
Anyway about your mod v1.5..2, it works, however, then I wasn't aware that Realtek HD Audio Manager has a built in HRTF. So even though, I've uninstalled the 3D Binaural mod, I still encounter the audio cutout. Until today, in fact I still have it and funny thing is, the problem spread.
During melee combat and player / npc character falling, I will have the audio cutout. But most of the time, it is during a synth relaying in via teleportation. This time I'm not really sure what is causing it. For added information I have Lost Audio Tweaks and Reverb and Ambiance Overhaul Tweaked installed. But those mods I believe work well with each other. Also I have MWGS for the weapon sounds.
For the moment, everything is playing normally. If I lose the audio, I'll just restart the game.
Anyway, don't sweat it Friend, it is what it is. I really do appreciate your efforts to have a better sounding game.
Stay safe and best regards.
As I said this mod is really non-intrusive and very light, it just edits the sound descriptors and adds a couple extra FX chains and such, it's really puzzling to me why it would destroy the audio engine for some people and not others, I hope most people get to enjoy my work without too much frustration to get it to work
Just an update, I may have finally found out the audio cutout source in my case. The mod I'm referring to is the Reverb and Ambience Overhaul Tweaked mod. I may have overdone myself here.
You see, I use a gaming headset and having that mod installed was too overjoyed all sounds blasting at maximum: Ambience setting at 20, Reverb setting at 15 in the options->audio menu.
After experiencing the audio cutout (again last night) I reviewed my settings and I decided to lower it down a bit. Now my current setting A->13, R->8, no more cutouts or distortions encountered, despite me throwing relay grenades non stop and even attacking the Boston Airport where the BOS have all arsenal of weaponry, PA and whatnot, no cutout, distortions, and audio being delayed in a heavy firefight, compared to before.
I've been playing on this current setting as of this writing and it appears the problem has been rectified......hopefully for final this time.
Give me a week from today and will give you an update.
Stay safe and best regards.
People really did this?
sounds like it should now: A fistfull of gravel hitting a tin roof! Much better. Thank you. Endorsed.
I noticed that in some mods, when to a shotgun is added birdshot shells, which increases the number of bullets fired, from 8 or 9 to 16 or 20, the sound of hitting a surface is too loud, even in the lowered sound version. Is there an entry that I could change inf FO4Edit to lower the sound of shotgun pellets hitting a surface?
Thanks.
I'll look into it though, trying to find a way to create new sound models
You could try to change the "static attenuation" (I think that's how it's spelled) within the impact dataset portion of the plugin (inside FO4EDIT".
For example, impact against metal or wood will have their own static attenuation section under the section, "Sound Descriptor"
Raise the number to whatever is comfortable after in game testing.
Example,
-Find the "Sound Descriptor" section.
-Find an impact sound, example (FXBulletImpactGlass)
-Scroll down to "Static Attenuation"
-For this mod, the default is at "4.000000"
-Raise that number to something more your comfort level, such as "12.000000" or 14.500000"
Hope this helps.
Simply put: if you shoot a pistol round into a wall the game will play 1 impact sound of that type, if you fire a shotgun shell containing 12 pellets it will produce 12 individual sounds and there's no way around this. As such, I already modulate the static attenuation from the sound descriptor to the compound sound to the sound model for each type of impact, and I already took into consideration the shotgun issue and for now this is the best possible result unless we find a way to "attach" different sounds to different calibers/ammo types