Turok
Turok 22k PC sound effects?
Right now I have a mod I'm working on that restores most of the 22k weapon sounds from the original PC release. As there is no way to open the original .WEB format, I had to re-record them using Audacity (which means there are slight errors in cutoff points due to interrupted sounds).

My question to the developers of Night Dive Studios is: would I be able to publish this mod on the Workshop, or would it not be allowed on copyright grounds? I assume that since this version takes the 11k sounds straight from the PC port that they would have the rights to the 22k versions as well, but I just want to make sure that this would be allowed.
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Showing 1-15 of 33 comments
(Shadow) Jan 6, 2017 @ 6:30am 
the Original PC release sounds were actually pretty terrible, the guns sounded waaaaaaay off. This current version of the game has the correct sounds as it was on the N64. the 11k sounds infact any of the sounds from the original PC release were not used.

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 :)
Sirgibsalot Jan 6, 2017 @ 10:27am 
Originally posted by volcanic_lightning:
Right now I have a mod I'm working on that restores most of the 22k weapon sounds from the original PC release. As there is no way to open the original .WEB format, I had to re-record them using Audacity (which means there are slight errors in cutoff points due to interrupted sounds).

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.


Originally posted by (Shadow):
the Original PC release sounds were actually pretty terrible, the guns sounded waaaaaaay off. This current version of the game has the correct sounds as it was on the N64. the 11k sounds infact any of the sounds from the original PC release were not used.

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.


Originally posted by (Shadow):
They actually have the source code for Turok 1 and Turok 2 actually. So they have access to the original sound banks and files.

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.
(Shadow) Jan 6, 2017 @ 6:15pm 
It was originally reverse engineered yes but then when Night dive acquired the rights to the turok series, they got the source codes and then kaiser realized what he was doing originally in his reverse engineer project he was way off but they used the kex engine and worked upon the original source and rebuilt it from the ground up.

there was indeed a lot of reverse engineering going on though, the original source codes however made things A LOT easier.
Last edited by (Shadow); Jan 6, 2017 @ 6:16pm
MuscularMelvin Jan 6, 2017 @ 6:27pm 
the Original PC release sounds were actually pretty terrible, the guns sounded waaaaaaay off. This current version of the game has the correct sounds as it was on the N64. the 11k sounds infact any of the sounds from the original PC release were not used.
Now I know this is not true. 11kHz is 11kHz, 22kHz is 22kHz. Listen to the pistol:
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.
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.
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.
Sirgibsalot Jan 6, 2017 @ 7:23pm 
Originally posted by (Shadow):
It was originally reverse engineered yes but then when Night dive acquired the rights to the turok series, they got the source codes and then kaiser realized what he was doing originally in his reverse engineer project he was way off but they used the kex engine and worked upon the original source and rebuilt it from the ground up.

there was indeed a lot of reverse engineering going on though, the original source codes however made things A LOT easier.

Ah, that makes a lot of sense. Thanks for clearing that up.
devon_rex_unreal Jan 7, 2017 @ 9:37am 
I would love a sound mod to make the sounds higher quality and very true to the original.
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.
DoomMarine23 Jan 7, 2017 @ 10:04am 
I vaguely recall importing the sound files via RAW import in audacity. I'm going to grab the original PC version and no promises, but maybe I'll end up making something that will make us all happy.

Worst case scenario is I go mix some sounds from other Turok games ;)
Last edited by DoomMarine23; Jan 7, 2017 @ 10:04am
devon_rex_unreal Jan 7, 2017 @ 10:40am 
Originally posted by DoomMarine23:
I vaguely recall importing the sound files via RAW import in audacity. I'm going to grab the original PC version and no promises, but maybe I'll end up making something that will make us all happy.

Worst case scenario is I go mix some sounds from other Turok games ;)


Thanks for checking it out =)
DoomMarine23 Jan 7, 2017 @ 12:35pm 
Sadly it seems I'm unable to import the .22hz file in audacity but was easily able to get the .11hz one. :(
devon_rex_unreal Jan 7, 2017 @ 1:40pm 
Originally posted by DoomMarine23:
Sadly it seems I'm unable to import the .22hz file in audacity but was easily able to get the .11hz one. :(

thanks anyway for trying =)

I hope someone figures it out if its worth it.
Could be real nice.
MuscularMelvin Jan 7, 2017 @ 5:29pm 
If the developers write back and give me permission, then I will glady upload the 15 weapon sound effects I was able to record and remaster to sound as they were before the compression Sirgibsalot mentioned.

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.
Last edited by MuscularMelvin; Jan 7, 2017 @ 7:56pm
MuscularMelvin Jan 7, 2017 @ 6:01pm 
Originally posted by devon_rex_unreal:
I would love a sound mod to make the sounds higher quality and very true to the original.
In other words just enhance the old ones.
Sorry for the double post, but this would actually be quite feasible. A lot of old FPS games took their sound effects straight from stock sound libraries, often unaltered. I used to like to search soundeffects.sounddogs.com and audiomicro.com for sounds from old games. I stockpiled quite a list of recognizable sounds. Series 6000 'The General' by Sound Ideas seems to be the most popular library since it features nearly all of Doom's sounds, half of Duke Nukem 3D's sounds (including the famous woosh), many of Quake 1's sounds, most of Goldeneye and Perfect Dark's sounds, the ROTT/PSXDoom doors, the shotgun and sniper rifle from Halo 1, and much more.

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.
Last edited by MuscularMelvin; Jan 7, 2017 @ 6:02pm
devon_rex_unreal Jan 8, 2017 @ 7:30am 
cool =)
Originally posted by DoomMarine23:
Sadly it seems I'm unable to import the .22hz file in audacity but was easily able to get the .11hz one. :(
Hi
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
DoomMarine23 Jan 8, 2017 @ 4:56pm 
Originally posted by REDGB | Alvaro:
Originally posted by DoomMarine23:
Sadly it seems I'm unable to import the .22hz file in audacity but was easily able to get the .11hz one. :(
Hi
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
Hi, I mentioned in an earlier post that I am importing via RAW.

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.
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