Lowering/raising the SFX volume in the game's Config menu seems to disable the SFX sounds altogether (menu cursors, engine sounds etc.). I'm using FFNx-v1.8.1.140 and I've set the correct settings in the FFNx.toml file during installation.
Lowering/raising the SFX volume in the game's Config menu seems to disable the SFX sounds altogether (menu cursors, engine sounds etc.). I'm using FFNx-v1.8.1.140 and I've set the correct settings in the FFNx.toml file during installation.
I'm currently having problems getting the music to play after installing the updated FFNx driver 1.8.1.13+. I've set the settings correctly on the FFNx.toml file and removed the "#" as mentioned. The sound effects suite all work but only the default music plays. The music mods I use are the the Tsuna Arranged and the EDMusic, and I used to use the Symphonic Redux mod before this, now they don't load at all even by themselves. I also get the black screen blinking throughout the game. Is there something I'm missing or doing wrong?
This is a cool project, Bonez. Congrats!My Youtube channel has a few videos of tests as well as previews for the original mods, which while outdated are still largely included in this one.
Are there videos showing the new sound effects in action? I'd love to see your mod in action.
Sorry for the question, but how did you actually replace the sound effects?Tediously. Very tediously.
Sorry if my post isn't strictly inherent to the topic.
Is there a chance you could possibly upload a vanilla sfx pack for those of us who prefer the original sfx?
You see, the stock sfx playback engine of the game is bugged, and while FFNx has a sfx playback engine with those bugs fixed, it still requires a sfx pack to begin with.
I tried extracting the sfx myself with the old FF7SND (I couldn't get the new version of FF7SND working despite having installed .NET 5 x64 and x86, and having my antivirus off) and with cosmo095c, but after a few battles the game always crashes (if I only play in a field without entering battle mode the game runs fine).
Since you've so much experience with sfx modding, and your modded sfx pack works good, you surely know how to extract the sfx in a way that doesn't make FFNx crash.
That's why I'm asking you.
Thanks anyway :)
I took it down temporarily as it's all but done and release is imminent.
i am very hyped for this mod. Any update? :DI'd say the mod is all together about 97% complete. I'm actually streaming all development of it on Twitch... I'm doing a final full run-through of the game and finding stray sounds/finding things to change or fix along the way. I'm currently at the base of Gaia cliff if that gives you an idea how much time is left. So once I'm through the game, It'll be out... Having said that, I have been doing a thing where you can get a current early copy by redeeming channel points on twitch.
Looks like a lot of work and it does sound nice but shouldn't this be in the WIP section?
Any chance this is nearing release, or can we have the beta link back? Currently replaying and wouldn't mind trying this out before I'm done :)
What sort of configuration options were you considering? I'd really like if you could toggle on the new sounds (ambience and footsteps etc.) independently of the replacement sounds for when I'm in a more vanilla kind of mood.
Not yet. And no because some of the ambient sounds come from the original engine, so you'd have some high-quality-real-life-recording ambience and some original-midi-made-of-static ambience. So unfortunately, you have to go with high-quality-real-life recordings for everything :)
It doesn't seem to be New Threat 2.0 Compatible. Installed the latest version of 7th Heaven. I have selected that I am using New Threat.It definitely is. You're either not using the latest New Threat, your load order is incorrect, or you're using a different language.
Do you have any changelog for the revisions ?
Since 1.0:
-Automatic footstep activation
-Automatic VGMStream activation
-Updated New Threat Kernel to 2.0991
-Built in foreign language grunt support for Spanish, German, Italian and French.
-Added New Threat 1.5, 1.5 Vanilla Combat, True Necrosis, Scavenger and other grunt support.
Nothing you need to worry about for SYW, though.
Do you know that that old 60fps mod doesn't include interpolated animations so the only thing that's actually running in 60fps is the menu?
I'm loving this mod! Thanks!You're talking about this hallway?:
I have two questions, but I'll save the 2nd for later.
When I'm running this mod, the game crashes when I enter the secret hallway in Wutai to get the Magic Shuriken. This crash is 100% consistent for me, even when it's the only mod I have activated. I'm running ff7 through 7th heaven.
If its just my setup, it's NBD as it's a 30 second workaround to turn the mod off. But the consistency of it, plus the more "hidden" location, make me curious if the bug is in the mod itself. Have you playtested this hallway?
Thanks!
No, that's the secret hallway for the Hairpin, which also worked fine for me. The hall for the magic shuriken is in the same building, attached to the room you sleep.
(see arrow for "treasure": https://www.almarsguides.com/AlmarsImages/Retro/Walkthroughs/PS1/FinalFantasyVII/SideQuests/Wutai/Wutai%20back%20half%201.png (https://www.almarsguides.com/AlmarsImages/Retro/Walkthroughs/PS1/FinalFantasyVII/SideQuests/Wutai/Wutai%20back%20half%201.png)).
I appreciate you double checking this! I don't know why the mod would cause this either, but it's at least linked somehow in my setup. Thanks!
Got it, thanks!
2nd Question: Footsteps aren't working for me. I have menu sounds, voiced attacks, field and battle ambience, and movie sounds. But no footsteps (even though it is turned on in my config).
Anyone have suggestions from anyone how I can hunt down the problem/fix this?
Yeah, we had some sound issues with a couple of the recent versions of FFNx... Make sure you're on the latest canary .194+ and all sound issues should be good for now.
Hey I updated recently and I've been having no sound effects/footsteps/menu noises and when I enter a battle the game crashes. A couple people on nexus recently commented on Ninostyle's mod and were wondering if it caused it, they were having the same issue. This mod and FFNX are the only things I updated recently though.
Edit: I think it may be FFNX, I turned off Cosmo memory and same issue. Also Ninostyle's chibi models are no longer showing up in field for me.
Hi! Let me tell you that your mod looks really awesome! I have a problem with it, I don't know if this is just me or not. The footstep sound on the world map are not heard no matter what I do. I've tried disabling all the other mods I have and nothing. I have the latest version of 7th heaven and FFnx (canary). Is there anything else I can do? Everything else works perfectly: ambient sound, footsteps sound in the field, battle voices...
Thanks a lot!
Hi Bonez,
I've been using the Cosmo Memory mod along side other mods as well for a complete new experience of the game. So far so good, until I got Cid. I was hyped especially mainly for the voiced attacks. I don't know why but Cid's Voiced Attacks (and Attack sounds) are the same as Cloud's. It's not gamebreaking fortunately but it sure feels very weird to hear Cloud twice as much while in battle. When I use Boost Jump from Cid, he seems to have another voice though so maybe it's just a bug... Is it a known bug ? How can I fix this ?
Thank you so much for the mod !
Seems this mod is now causing crashing under 7th Heaven 2.4.0.37 and FFNx 1.11.0.44 just FYI
Your ffnx.toml file is getting stuck in the "using Cosmo memory" mode... This happens usually after a crash and is persistent until you change it manually. Should be fixed in canary 7h builds.Ok, thanks!
No. There are several technical reasons for why. Among which; a few of the fields have a stock ambience, so if you used the vanilla sounds, you'd have some fields with super high def ambience and some with crushed midi ambience. Secondly, I don't want a hodgepodge mod where you'd have real recordings of birds etc. and all the other battle sfx are staticy-midi... But most importantly, Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. The other features like ambience, footsteps, etc. are just bells and whistles to go on top of them.
Is there a way to extract this to use the voiced attacks/grunts ONLY? Would love to try to that out to keep it closer to the Vanilla experience.
Hello Bonez.
This is not an issue, only a request if its posible: I´m playing New Threat 2.0 and everything is fine, but Aeris voice changed on disc2 for Barret, I asume that this mode is made for the original game. Could be posible an update for N.T.? And what about the phrases during battle ("I´m not interested"), could be posible to add them, too?
Well, thank you for reading me and for your mod, too.
* Sorry for my poor english.
you had to be hearing Cid's
No. There are several technical reasons for why. Among which; it's impossible to use the stock engine for some sounds and the new engine for others. It's all one way or the other. Also few of the fields have a stock ambience, so if you did use the vanilla sounds, you'd have some fields with super high def ambience and some with crushed midi ambience. There are several areas in the game where doing this would be very awkward or be outright cringe. Secondly, I don't want a hodgepodge mod where you'd have real recordings of birds etc. and all the other battle sfx are staticy-midi... But most importantly, Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. The other features like ambience, footsteps, etc. are just bells and whistles to go on top of them.
Can you tell me what im doing wrong here? i installed 7th heaven and using canary channel for both that and ffnx , all other mods are working but when i download and enable the cosmo memory mod i get no sound, please help
(https://i.imgur.com/BR1Y2Sp.png)
Formerly known as "Bonez' Sound Effect Suite". Cosmo Memory uses the new FFNx SFX engine and is an entirely new mod rebuilt from the ground up with a ton of new features. This project started out in 2018 as a little mod to just replace the FF7 menu sounds with the menu sounds from FFXIII. Since that time, it has evolved into something far more... After following the community and modding the game for several years, I noticed the graphical and musical mods were growing and advancing but the sound effects department was totally stalled. I mean, it's an entire 1/3 of what your senses are taking in, along side the visuals and music! I wanted something to match the beautiful/advanced graphical and musical mods provided by the very talented authors/creators of this community... So, I present to you Cosmo Memory: A Complete Sound Overhaul.
Features:
- Replaces/updates all 724 original sound effects including battle, magic, enemy skills, limit breaks, summons, world
- NEW Ambient sounds for every field and battle scene in the game
- Ground-conditional footstep sound effects for every field and world map
- Replaces all sound effects in cutscene videos (Compatible with any FMV video)
- Voiced attacks or "grunts" for all party members
- Shuffled battle impact sounds as well as other select sounds randomly so you never hear the same exact sound twice in a row
- 3 selectable menu sound sets
- Complete compatibility with New Threat, Echo-S and any other mod
- Each feature is optional
Launch Trailer: https://www.youtube.com/watch?v=Zt0GRSb8KcA (https://www.youtube.com/watch?v=Zt0GRSb8KcA)
IMPORTANT
-This mod REQUIRES 7th Heaven 2.4+ and FFNx 1.11+
You can download the latest 7th Heaven here : https://github.com/tsunamods-codes/7th-Heaven/releases/tag/canary (https://github.com/tsunamods-codes/7th-Heaven/releases/tag/canary)
-For best experience, use headphones and set music volume to ~60%
FAQ
Will you add the option to/Can I turn off the replaced sfx?Spoiler: show
Special Thanks:
TrueOdin - the FFNx sound engine
vertex2995 - world map footsteps
Download Cosmo Memory HERE (https://bonez.7thheaven.rocks/%5BTsunamods%5D_Cosmo_Memory.iro) Size: 350MB
If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=77DA5WPWUWHCJ¤cy_code=USD&source=url)
Hi dear, your cosmo memory mod is fabulous, I would like to ask you something, is it possible to restore only the sound of the limit break, because I like the original more, even if it is a separate mod that I can add without it conflicting with the mod itself, let me know.
I've been taking a bit of a break to play through Rebirth. Once I'm finished, I'm going to complete this ESUI theme project I've been working on, but once I'm finished with that I'm going back to CM and go through some sounds and try making some of the more iconic sounds more similar to their old sound. The limit break sound in particular is one that comes up often and I have a new replacement for it to give you an idea of what I'm trying to do with them.
OG
https://voca.ro/1ctSTEvUqd1v (https://voca.ro/1ctSTEvUqd1v)
Old CM
https://voca.ro/13Eb9gCJuhab (https://voca.ro/13Eb9gCJuhab)
New CM
https://voca.ro/1byj1yjhqahc (https://voca.ro/1byj1yjhqahc)
It's the "New CM" one that's going in.So it's not possible to put it separately within the mod itself,if one wants to leave the sound of the limit unchanged?
Hey guy's I'm having a weird issue where if I turn off Cosmo Memory, I no longer have any SFX at all, Music yes but no additional SFX IE menu and battle soundsDriver settings>Reset Defaults.
But if I re-enable Cosmo Memory, I have the Cosmo Memory SFX.
Is there a setting or some issue I'm unaware of to get the Original SFX to work again?
So far I've tried:
Turn the mod off in 7th heaven and then uninstall it
Leaving the mod available but turned off
Changing the audio output in the ff7 config and windows
Changing the volume in the game menu
Setting to run though Centre SFX on / off then uninstalling
Checking Sound settings in windows
I've tried searching for a while now but haven't found any info thanks for any assistance
Hope you're all having a great time with Rebirth!