[FF7PC][Tsunamods] Cosmo Memory: Complete Sound Overhaul

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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
  • Ambient sounds for every field and battle scene in the game
  • Ground-conditional footstep sound effects for every field and world map
  • FMV audio tracks completely rebuilt from scratch (Compatible with any FMV video mod and Echo-s voices)
  • Voiced attacks or "grunts" for all party members
  • Shuffles battle impact sounds as well as other often-repeated 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

Launch Trailer:


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

-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?

No. There are several technical reasons for why. I won't go into all of them, but 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. If you were to "just stick on the ambience", then the new engine would be used for the ambience and you'd get no other sfx at all. Also a few of the fields have a stock ambience, so if you did import the vanilla sounds to the new engine, you'd have some fields with super high def ambience and some with crushed midi vanilla ambience. There are several areas in the game where doing this would be very awkward or be outright cringe. Some people suggest to change everything except battle sounds. The thing about that is many, many sounds are reused throughout the game. Just one example, a wave sound: The wave sound may be used in battle for the sewer monster, or Leviathan, but also used near the ocean. So, when you're near the ocean you'd suddenly hear midi waves next to HD sounds. This happens with probably half of the sounds in the game. There is also dealing with the complexities the mod adds like shuffled melee sounds. Setting up contingencies for if replaced battle sounds are off would compound those complexities. Which leads me to my second reason - I just don't want a hodgepodge mod where you'd have real recordings of birds etc. clashing against staticy-midi battle sounds. This was the problem with previous incomplete sfx mods for FF7. They only changed a hand full of battle sounds, which clashed against other battle sounds immediately surrounding them... Which leads me to most importantly; Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. Identifying and making and editing and replacing them took 2 years to complete. That is the entire purpose of the mod - to update everything. The same way Nino replaces every model in the game, the same way SYW updates every field in the game, and the same way any music mod replaces every song in the game. The other features like ambience, footsteps, etc. were just last minute bells and whistles to go on top of them thrown in during the final couple weeks of development.

Most of the FF7 modder's philosophies are to provide the remake everyone really wanted. If Square had made the 1:1 remake, they wouldn't have used those original sounds...


Special Thanks:
TrueOdin - the FFNx sound engine
vertex2995 - world map footsteps

Download Cosmo Memory HERE Size: 350MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here
 
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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.
 
B
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 :)
 
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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 :)
No problem, makes sense and thanks for getting back to me. Keep us posted!

I'd really like that beta link back though... or better yet a newer pre-release! I know that may be hard to prioritise though
 
B
I just wanted to give a bit of an update and explanation for the delay.

Work is nearly done. It's been nearly done for a long time, but there is a reason for that.

As I've said many times I'm going through the entire game and bug squishing. A single playthrough doesn't sound like it should take a long time, but you'd be surprised. The reason that it's taking so long is because I'm not only bug squishing my own mod, but I'm also essentially QA testing the brand new sound engine it's based on at the same time. And now that I'm in the late game in my playthrough, I'm in a largely untested area of the game. There have been many, many times where I've sat down to start working and in the first 5 minutes run into some kind of bug like an infinite looping sound, or an entire sfx channel breaking, and then I have to completely halt the work for anywhere between a day to a week until it's fixed. I literally can't continue because the bug may effect subsequent sounds and I'll miss something. So I have to report the bug, sometimes even help diagnose the bug and wait for a fix before I can continue in order to ensure a complete bug-free-playthrough of the game can be completed (and this doesn't even account for any fixes that may break something earlier in the game. I haven't found any yet, but that isn't to say it hasn't happened. That bridge will just have to be crossed when I get to it). This actually happened tonight, for example. I wanted to play all night, but in my very first fight, I discovered a new bug keeping half the magic sounds from playing. Since literally all of the sounds I have left to replace are in battle, I had to stop and get the bug fixed. Odin's a legend and fixed it at soon as he saw the report, but that was the whole night gone. Of course there have also been the new features being added that have pushed the release back as well; ambient, then battle ambient, then grunts, then footsteps, then ground conditional footsteps... But at this point, they're all done.

That reminds me. If you didn't know, I've now added footstep sounds to the entire game that change depending on what kind of ground you're walking on. So yeah, that's pretty rad.

So that's where we are. all the features are complete, the engine is in a good spot, in my playthrough I'm getting ready to head back and parachute into Midgar. So I'm very close to the end of the game. There are only about 27 sounds left in the game to replace. like 10 of them are in the Gold Saucer arcade, like 5 are Super Nova and the rest are some late game enemy attacks I just haven't come across yet, so we're real close. Barring anymore show-stopping bugs, it should be smooth sailing and closer than ever.
 
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I played through the last section of Midgar (Disc 1) with this mod and it was great!

I got so used to the Remake's amazing voice cast that the original now feels lackluster in comparison, since the characters don't really say anything when attacking.
Those new "hya" voice clips the mod adds are simple yet they help a lot with creating more immersion.

The ambience sounds are also great and they make the good old environments feel a little more unique and fresh.  ;D
Thanks a lot for this! I would recommend everyone to at least try this out for a bit.
 
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Hi guys!
 it is not working for me, have installed ffnx steam version, sfx option on vgmstream and the mod turned on and not working. have i to do something else? could you help me please, guys? my game is  not a jack sparrow copy and i using 7thHeaven-v2.3.1.101
 
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I've tested it every way I possibly can and have never had it not work. The only thing I can tell you to do is mess with your audio device settings.Join our Discord if you can't figure it out. it'll be a lot easier to troubleshoot from there.
 
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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.
 
B
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.
 
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This is a beautiful mod bones, thank you for your hard work.
 
B
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.
 
E
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.
Bonez, i'm still using an old 7th Heaven 2.0 version, for 60 FPS animations, so i can't activate this Cosmo Memory mod.

how can i get your old file, for the Sound Effect suite ??
 
B
Do you know that that old 60fps mod that you're using doesn't include interpolated animations so the only thing that's actually running in 60fps is the menu? 7H has never had 60fps character animations.
 
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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 know that the creators of 7th Heaven have been promising to add a 60 FPS fix, for over a year, & that there are constant requests for a 60 FPS fix, on these forums.

can i please have the old file, for Bonez Sound Effects suite ??
 
B
Sorry, I'm no longer supporting the old version. I don't even have the old .iro's anymore. But since you're not really experiencing 60fps character animations, you're really not missing out on anything by upgrading.  :)
 
H
This is the best mod alongside the lighting mod!
i have 2 requests / questions:

1. one thing i wish i could do is lower a little just the volume of the footsteps sounds, it's a little loud for my taste.
how can i do it without lowering everything else?
i unpacked the .iro, the footsteps are all from the 5000's range or there's more ogg with them?
i lowered and repacked but it crashes the game.
how can i make loose files only from footsteps for the game? or you can help me with another ways?

2. which is the battle swirl ogg? i like the original from ps1 and wish to use it!
again can i make loose file for the battle swirl sound too? how it works?

thanks in advance!
 
B
Thank you. I appreciate the compliment.

1: There's no way to specifically lower the footsteps sounds. But I'll consider lowering them as a whole If I get enough complaints about it.

1.5: I don't support the mod once it's been unpacked. As you found out, it's pretty easy to break by poking around in there. Unfortunately, once you open it up, it's on you.

2: As far as the battle swirl goes; I spent 2 years carefully mixing and creating sounds for this mod to my own personal tastes. If I started changing sounds or telling people what sounds are what so they could change a single sound, It would be a full time job considering how many requests/suggestions I've gotten -  just because that one sound out of 1300 doesn't jive with their own personal taste. So, I hope you understand when I say: If you don't like the new battle swirl, at least the new one isn't made out of pitched static like the original was. You'll get used to it  ;)
 
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