Added "Wind" volume slider – adjust this relative to your Ambience slider.
Increased volume of marsh frogs, birds of prey, exterior wind, debris, and more.
Handful of changes to time-of-day conditions, pitch, reverb send, and more.
Removed supernatural tones because they cluttered the mix and played too often.
See changelog for the full list of changes.
If it turns out I screwed something up, just leave a comment and rollback to 2.0.0. Pretty simple update otherwise. I'm having a lot of fun revisiting this mod, so more updates (and content) coming soon.
Thank you for checking out Regional Sounds Expansion, a standalone regional sounds overhaul. RSE is based on and improved upon Audio Overhaul for Skyrim, designed to play friendly with the vanilla game.
Please check out the changelog for a brief overview on the changes that have been made. If you have any questions, please don't hesitate to leave a comment below or reach out.
As a reminder: I am not David Jegutidse. I am just the current maintainer and developer of AOS. This port and all subsequent updates have been made with his permission and blessings
RECOMMENDATIONS
Audio Overhaul for Skyrim – Strongly recommended to make the most out of the outdoor regional sounds. Immersive Sounds Compendium – A dramatic and extensively customizable overhaul of Skyrim's sound. Sound Record Distributor – An SKSE framework which allows sounds to be distributed at runtime, greatly simplifying audio mods and patches
RECOGNITION
Doodlez for helping bring Sound Record Distributor to life. powerofthree for providing feedback, guidance, and additional assistance. David Jegutidse, the original author of Audio Overhaul for Skyrim, for providing the framework for this mod.
Q: Is this compatible with Audio Overhaul for Skyrim SE? A: Yes! In fact, Audio Overhaul for Skyrim users can use both mods at the same time with built-in compatibility.
Q: Should I download this if I have Audio Overhaul for Skyrim SE? A: Yes! There are some minor changes in this mod that haven't made its way over to AOS at the time of writing. When it comes time for AOS to update, the config files will sort out any conflicts if you have both loaded.
Q: Do I still need Audio Overhaul - Immersive Sounds Integration? A: Yes! This mod primarily focuses on wilderness, dungeon, and town ambience - which is mostly exclusive to AOS. The AOS-ISC plugin does more than just manage conflicts, but it will eventually be updated to support Sound Record Distributor.
Q: Is this compatible with Sounds of Skyrim? A: Technically yes, but it is unrecommended due to the considerable amount of overlap between the two mods. It is recommended you pick between one or the other. I currently have a version of Sounds of Skyrim using SRD and better integrates with both Regional Sounds Expansion and Audio Overhaul for Skyrim, but I am waiting on the author's blessing to release.
`amb_weather_rain_light_aos_lp.wav` has very annoying sound near the end of the file, at about 4 seconds, left channel, sounds kinda like a small polished marble ball bouncing on wooden furniture. Since the loop is so short it quickly becomes unbearable. Not sure if that's a compression artifact or just a bad cut.
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There's also the same sound at ~2 seconds, also only in the left left channel, only it's much shorter.
I realize this might not shake the belief of a guy who pulled up a spectrogram to discuss a -38db sound (honestly, I actually respect it...).
But this sound does not play at all with this mod. Like, I checked and I do not think that file path exists at all in the plugin. The file was just left in from Audio Overhaul for Skyrim. There is a sound descriptor for this, but the file path is "fx\amb\weather\rain\amb_weather_rain_light_lp.wav".
If you are using Audio Overhaul for Skyrim, that has the same file. There is a chance it could play in certain locations and if you're not using a weather mod that changes this audio. Or potentially a patch. Thankfully, I don't think this is a very good sound. I cannot remove it from Audio Overhaul for Skyrim, but I can remove the file from here and make my own as a replacement.
You are right, the sound does originally come from Audio Overhaul for Skyrim, I didn't notice at first because that mod has its assets in an archive and I had bsa parsing turned off in MO2. Sorry for the mixup. Whether you want to replace it or not is up to you, of course.
No, that's not something this mod touches. If you're looking for a weather mod that allows you to control the volume of rain and thunder, I believe that is a feature in True Storms.
Already uses Sound Record Distributor, so you're good. The ESP is needed, Sound Record Distributor covers more things for a mod like this, and anything that actually needs to be patched at runtime already is.
I love your audio mods and continuous support. There is one thing I want ask you about: What do you think about converting audio to xwm format? That way you can make your mod 4x smaller with little quality loss. Since wav is uncompressed format it's great as a resource for non destructive editing, but exporting to xwm for end users would be beneficial imo. I bet most ppl wouldn't notice difference. Maybe there is some issue with xwm that I don't know about... I'm curious about your opinion about this.
Sure, if you're interested in my thoughts. xwm is kind of a janky format, and the tools Bethesda has provided us are extremely difficult to work with if you're actually paying attention.
One quirk that I learned recently about is how converting to xwm will force output to stereo, even if the input is single channel. In terms of downmixing, this is fine as the input is still mono compatible. But for some reason, this results in the engine playing back the audio almost twice as loud. Knowing how many xwm audio files there are on the Nexus, I'm kind of blown away other people haven't figured this out.
Another problem is taking into consideration loop points. Loop points are metadata in audio files that define a section to loop continuously. Even using the official tools Bethesda has provided us, loop points do not carry over from wav. xwm doesn't actually support loop points to begin with. This would disqualify a lot of sounds from something like Audio Overhaul for Skyrim, but it could be worked around.
You may be wondering how Bethesda managed to ship an Xbox 360 game using an audio format that wipes loop points when compressed? That's a great question. No clue.
Other smaller issues with the conversion process is how getting the encoder to output the bitrate you want is a huge pain in the ass. The converter randomly adds silence at the end of each file. If you have an ambient track set to loop normally, you will have a click and audible gap of silence each time it loops. It is infuriating.
File size is 100% something I am finding myself more concerned with, so I'm glad you brought it up. Especially now with Collections and Wabbajack being a thing. I've lived in areas with data caps and shitty internet. I don't like the idea of having people download a bunch of junk.
But I'm also guilty of, like, not optimizing my files sizes. It is on my list to go back and do with all of my file uploads.
I don't really have an answer you might want to get out of this conversation, but I appreciate you asking. It's good to write this down somewhere for once. I hope the response wasn't too disappointing.
Thanks for detailed response, I really appreciate it. I didn't know how many issues are with xwm format and conversion process. I thought that Bethesda chose this format cause it supports all features that engine needs, but seems like they only did it due to memory limitations. I hope there will be some solution to reduce filesize without sacrificing any features.
Yeah. I believe that for consoles, they had fancier tools and got around any developer requirements by not compressing as many of the files. The vanilla sounds aren't compressed on PC either, and a lot of mods that convert to xwm have those weird issues I described.
On one hand, I think the file size for a mod like this or Audio Overhaul for Skyrim and Immersive Sounds are reasonable, because they add over a full games worth of sounds. But on another hand, that doesn't excuse where improvements could be made. This is part of why I (try and fail) to be careful to not just update Audio Overhaul for Skyrim constantly during an update rollout. It's a huge ask to get people to download the same 7z archive multiple times.
Probably just let Regional Sounds Expansion win. It's a safer bet because it doesn't just replace the sounds in a lot of cases, it's making changes to the sound descriptors. That way you don't run the risk of anything sounding goofy or louder than intended.
Yeah, I can look into it. It could also be the case it sounds fine as is. That way all you have to do is just set the mods priority in your mod manager.
314 comments
2.1.0
If it turns out I screwed something up, just leave a comment and rollback to 2.0.0.
Pretty simple update otherwise. I'm having a lot of fun revisiting this mod, so more updates (and content) coming soon.
Thank you for checking out Regional Sounds Expansion, a standalone regional sounds overhaul.
RSE is based on and improved upon Audio Overhaul for Skyrim, designed to play friendly with the vanilla game.
Please check out the changelog for a brief overview on the changes that have been made.
If you have any questions, please don't hesitate to leave a comment below or reach out.
As a reminder: I am not David Jegutidse. I am just the current maintainer and developer of AOS.
This port and all subsequent updates have been made with his permission and blessings
RECOMMENDATIONS
Audio Overhaul for Skyrim – Strongly recommended to make the most out of the outdoor regional sounds.
Immersive Sounds Compendium – A dramatic and extensively customizable overhaul of Skyrim's sound.
Sound Record Distributor – An SKSE framework which allows sounds to be distributed at runtime, greatly simplifying audio mods and patches
RECOGNITION
Doodlez for helping bring Sound Record Distributor to life.
powerofthree for providing feedback, guidance, and additional assistance.
David Jegutidse, the original author of Audio Overhaul for Skyrim, for providing the framework for this mod.
Q: Is this compatible with Audio Overhaul for Skyrim SE?
A: Yes! In fact, Audio Overhaul for Skyrim users can use both mods at the same time with built-in compatibility.
Q: Should I download this if I have Audio Overhaul for Skyrim SE?
A: Yes! There are some minor changes in this mod that haven't made its way over to AOS at the time of writing.
When it comes time for AOS to update, the config files will sort out any conflicts if you have both loaded.
Q: Do I still need Audio Overhaul - Immersive Sounds Integration?
A: Yes! This mod primarily focuses on wilderness, dungeon, and town ambience - which is mostly exclusive to AOS. The AOS-ISC plugin does more than just manage conflicts, but it will eventually be updated to support Sound Record Distributor.
Q: Is this compatible with Sounds of Skyrim?
A: Technically yes, but it is unrecommended due to the considerable amount of overlap between the two mods. It is recommended you pick between one or the other. I currently have a version of Sounds of Skyrim using SRD and better integrates with both Regional Sounds Expansion and Audio Overhaul for Skyrim, but I am waiting on the author's blessing to release.
---
There's also the same sound at ~2 seconds, also only in the left left channel, only it's much shorter.
But this sound does not play at all with this mod. Like, I checked and I do not think that file path exists at all in the plugin. The file was just left in from Audio Overhaul for Skyrim. There is a sound descriptor for this, but the file path is "fx\amb\weather\rain\amb_weather_rain_light_lp.wav".
If you are using Audio Overhaul for Skyrim, that has the same file. There is a chance it could play in certain locations and if you're not using a weather mod that changes this audio. Or potentially a patch. Thankfully, I don't think this is a very good sound. I cannot remove it from Audio Overhaul for Skyrim, but I can remove the file from here and make my own as a replacement.
Whether you want to replace it or not is up to you, of course.
What do you think about converting audio to xwm format? That way you can make your mod 4x smaller with little quality loss.
Since wav is uncompressed format it's great as a resource for non destructive editing, but exporting to xwm for end users would be beneficial imo.
I bet most ppl wouldn't notice difference. Maybe there is some issue with xwm that I don't know about... I'm curious about your opinion about this.
One quirk that I learned recently about is how converting to xwm will force output to stereo, even if the input is single channel. In terms of downmixing, this is fine as the input is still mono compatible. But for some reason, this results in the engine playing back the audio almost twice as loud. Knowing how many xwm audio files there are on the Nexus, I'm kind of blown away other people haven't figured this out.
Another problem is taking into consideration loop points. Loop points are metadata in audio files that define a section to loop continuously. Even using the official tools Bethesda has provided us, loop points do not carry over from wav. xwm doesn't actually support loop points to begin with. This would disqualify a lot of sounds from something like Audio Overhaul for Skyrim, but it could be worked around.
You may be wondering how Bethesda managed to ship an Xbox 360 game using an audio format that wipes loop points when compressed? That's a great question. No clue.
Other smaller issues with the conversion process is how getting the encoder to output the bitrate you want is a huge pain in the ass. The converter randomly adds silence at the end of each file. If you have an ambient track set to loop normally, you will have a click and audible gap of silence each time it loops. It is infuriating.
File size is 100% something I am finding myself more concerned with, so I'm glad you brought it up. Especially now with Collections and Wabbajack being a thing. I've lived in areas with data caps and shitty internet. I don't like the idea of having people download a bunch of junk.
But I'm also guilty of, like, not optimizing my files sizes. It is on my list to go back and do with all of my file uploads.
I don't really have an answer you might want to get out of this conversation, but I appreciate you asking. It's good to write this down somewhere for once. I hope the response wasn't too disappointing.
I didn't know how many issues are with xwm format and conversion process. I thought that Bethesda chose this format cause it supports all features that engine needs, but seems like they only did it due to memory limitations.
I hope there will be some solution to reduce filesize without sacrificing any features.
On one hand, I think the file size for a mod like this or Audio Overhaul for Skyrim and Immersive Sounds are reasonable, because they add over a full games worth of sounds. But on another hand, that doesn't excuse where improvements could be made. This is part of why I (try and fail) to be careful to not just update Audio Overhaul for Skyrim constantly during an update rollout. It's a huge ask to get people to download the same 7z archive multiple times.