Hey Zorkaz, if figured, the waves in game are actially bugged. The Sound Output Model goes far at 15000, that is incredible large arc, distance. Im currently playing around with it, but the waves probably were supposed to play across the entire Island ... ;) Example: DLC03SOM_WaterCoastWaves_D_Mono15000
I couldnt not make it work like i wanted to. Look at the weapon records, these are using sound keyword mapping techniques. There is a way but i hadnt the time to finish all the data and test it finally. Im pretty you can make waves sound like "gun shots" in the distance, or like explosions. This way you can create the most unique wave experience possible.
From my limited testing, the problem is the amount of sound markers placed per cell. The sound will overlap and there might be distortion due to this. So the easiest workaround is to place one precise sound marker with which places at distance Layer C and one at D. This way you can here the waves like uGrid 5.
This will or should work perfectly since BGS placed many A and B layer sounds, one with 3D one with Mono. A is played with a 3D sound and B always with Mono (distance). C and D are also played Mono.
EDIT: This might be useful, AMBWaterExteriorCoastWavesLP
I ended up with a solution, i created a new LPM master LP file, which cycles through the required sound descriptors based on distance. I placed the LPM on any of the MSTT wave files, preferable (after some tests) ONLY to the "Play Animation Randomly" MSTT. Then i went to Far Habor for testing. It worked. BUT the problem is, there are SO MANY waves that the sound will overlap. Now im certain i will add much less of those "Super" sound files and the illusion of a true coast is almost real. What i learned is less is more and you can leave the attentuation vanilla, since the sound will overlap to extreme loud volumes, not to much but enough to make it "loud" as we want it.
Addendum: I ended up releasing it here, Adaptive Ocean Waves reverse engineer or override to your plugin to your liking.
Such a relatively small mod but it's one of my favorites. I love hearing the distant waves as you slowly approach the coast, I love the coast actually sounding like a coast. Sitting on the beach to take it all in between so much decay and violence creates so many beautifully quiet moments. Thanks for this.
This is such an underrated mod honestly, I often find myself stopping for a sudden noise and then smile cos I can hear the sea in the distance. I wish I could endorse and vote on it more, and the same with your lush ambience mod, it's wonderful to be roaming around the countryside surrounded by birdsong, or to be building in a settlement through the night and in the pre-dawn air just before the sun comes up your can hear the chatter of birds rousing themselves.
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From my limited testing, the problem is the amount of sound markers placed per cell. The sound will overlap and there might be distortion due to this. So the easiest workaround is to place one precise sound marker with which places at distance Layer C and one at D. This way you can here the waves like uGrid 5.
This will or should work perfectly since BGS placed many A and B layer sounds, one with 3D one with Mono. A is played with a 3D sound and B always with Mono (distance). C and D are also played Mono.
EDIT: This might be useful, AMBWaterExteriorCoastWavesLP
Addendum: I ended up releasing it here, Adaptive Ocean Waves reverse engineer or override to your plugin to your liking.
Cheers m8.
Endorsed very immersive (pun).