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They actually have the source code for Turok 1 and Turok 2 actually. So they have access to the original sound banks and files.
A lot of that stuff was changed during testing and after release. I've played the original PC release and N64 versions many times. I can tell you with confidence that this current release is as true to the N64 version sound wise than the previous PC port.
As for releasing a sound mod? go for it, I did the same myself, it was pretty much the first mod on the workshop where I did fix the chronoceptor and alien weapon sounds.
http://steamcommunity.com/sharedfiles/filedetails/?id=823537339&searchtext=
By all means release the mod :)
Line-In rips are really not ideal for sound quality and you'll lose quite a bit of range compared to using the raw files. This is especially true for Turok, which recycles many sounds with pitch/speed alterations in-code for memory reasons and can result in some sounds being seriously off if you are not careful.
That said, I've looked into the .22k files and came up with no way to open the raw files. There's virtually no information on them online, so a Line-In rip was probably the only way it could have be done without reverse engineering the format from scratch.
The reason for that is that the 22k sounds are super compressed compared to the uncompressed (but lower bitrate) WAV sounds. Some editing to them could probably bring back a lot of bass and fix that, or even mixing them with the WAV sounds.
That's news to me. From what I've read from various developer posts (especially this one), a good amount of the game (if not all of it) had to be reverse engineered from the N64 version of the game due to most of the original source files having been lost or destroyed. Something that is sadly common with older games in general.
there was indeed a lot of reverse engineering going on though, the original source codes however made things A LOT easier.
https://youtu.be/j4LEaW7qKJk?t=1m38s
https://youtu.be/-mXwVWi3G5Q?t=25s
There is an audible crispness to the PC version's sound that the N64 version doesn't have. Also, the turoksnd.11k file can be extracted with Game Extractor. All the files are exactly the same as in the remastered port right down to the filenames. You are correct about the "off" feeling of them, however, as the PC port does not seem to use pitch-shifting at all. The Chronoscepter sounds just like the grenade explosion for instance, and the Shockwave Cannon sound is completely broken.
Thank you for this advice. I just tested this out by downsampling my 22k recordings and playing them side-by-side with the 11k sounds and they did indeed sound worse. I was able to get the pistol sounding more accurate by boosting the high-end frequencies by 5dB and the midrange by 1dB. Ironically, the 22k version seems to have more bass!
Yeah, it's a shame the original sounds can't be extracted in any way. The explosion sound effect sounds better than the ones in a lot of modern games I've played, surprisingly enough.
Ah, that makes a lot of sense. Thanks for clearing that up.
In other words just enhance the old ones.
Damn that would be cool.
There is a high quality sound pack for DooM (1993) on the Doomsday engine and that is amazing and sounds just like the original i think but better.
Worst case scenario is I go mix some sounds from other Turok games ;)
Thanks for checking it out =)
thanks anyway for trying =)
I hope someone figures it out if its worth it.
Could be real nice.
It was very tough recording them since the music volume doubles as the master volume. The music turns off completely after a certain point past the half-way mark. There's no way to shut off the ambient sounds, so a ♥♥♥♥♥♥♥ bird noise would often interrupt the explosion sounds. Some sounds also don't play by themselves, only in layers. I'm only missing the following:
- Arrow/bullet impact sounds
- Stab impact sound
- RESERVEOP.WAV auto-shotgun sound
- Minigun wind-up and wind-down sounds
- LASER14P.WAV fusion cannon sound
- Alien Weapon explosion sound (has unique sound on PC)
- Shockwave Cannon charging sound (broken on PC)
I don't know what else I would be able to record besides the ambient sounds and the pickup sounds. There would be no way to record enemies getting hurt without hearing a weapon hit them at the same time.This is the unedited Pulse Rifle sound mchgun2.wav.[www.audiomicro.com] Iguana pitch-shifted it to sound like a laser on N64, but on PC it sounds just like this.
Try to import the file as a raw:
-File>Import>Raw Data
-Select the audio file
You have to select the correct Encoding, Byte order etc...
I'm trying right now without success. (Import works but I'm getting only noise.)
let me know if you find out more! :D
I've tried a lot of combinations but not all. I'll give it another shot though I'm not sure if we'll find any success sadly.