Is there any way to make this compatible with Elvani's Track Pack? The method they used to resynchronize the track introductions with the songs (they were unlinked entirely from its parent pack, More Where That Came From) is to move the default radio tracks into the files Travis uses to introduce the songs. This uses a somewhat different format - fuz - and I wouldn't be surprised to learn it has intrinsically lower quality. I love the sound of this import, but the song list is just so limited in the default that I can't go without the additional tracks, and I'd rather not just have a bunch of Travis' voice acting removed altogether as it is in the base mod!
If it's possible to convert the files from your mod into an editable format and back without introducing rampant artifact, I wouldn't be averse to working on it myself as well.
I'm guessing they've compressed the PC version using a lower bitrate in XWM (you can kind of get away with 32kbps for voice as long as there's some background noise to reduce the artifacting - listen to Piper's voice when you first meet for artifacting). I think part of the reason is the XWM codec will crash if you hit a certain file size as it has a maximum size it can be. I've managed to get it to compress files in excess of an hour (I've done a few radio mods), but the quality seriously suffered in the process because I had to go almost to the lowest settings. Having said that, I don't know why they've done it for the voice lines. They're short enough for the codec not to hit the file size limit so I don't know what they were thinking. I'm surprised they didn't add MP3 or OGG support when creating the engine (don't bother trying to rename the extension on MP3s or OGGs - it doesn't work).
When it's come to doing the PS version, they've probably not been limited by the codec crashing when it hits a certain size, so they've been able to use decent quality audio.
Thanks for this! If you replaced the other sound effects contained within Fallout - Sounds.ba2, we could simply use this as a ba2 replacer, thereby saving ourselves a slot for the ba2 limit.
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If it's possible to convert the files from your mod into an editable format and back without introducing rampant artifact, I wouldn't be averse to working on it myself as well.
It says on the files page that the radio and ambient music are from PS4, what about the combat music? I hope it got improved too.
When it's come to doing the PS version, they've probably not been limited by the codec crashing when it hits a certain size, so they've been able to use decent quality audio.
DLC04_AMB_Bottling_Plant_Jingle_01_LP.xwm
DLC04_MUS_Jingle_Ambience_Spot_A_Full_01_LP.xwm
DLC04_MUS_Jingle_Ambience_Spot_B_Instr_01_LP.xwm
That's quite a difference. I wouldn't have expected them to nerf the PC audio. Especially not to such a degree...