[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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T
I'm loving this mod!  Thanks!

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!
 
B
I'm loving this mod!  Thanks!

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!
You're talking about this hallway?:
https://imgur.com/a/rjRjrQo
I just tested it and it seems fine. No crashes here - with a bunch of mods on and with just CM on. I know I've also been there before while playtesting. There's nothing in CM that should cause any kind of crashes, at least not in this particular case. It's just sound files. ¯\_(ツ)_/¯
 
B
T
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?
 
B
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? 
Update both 7h and FFNx to Canary.
 
N
Hello good, would it be possible to create an iro file with only the sound of the footsteps and the voices of the battle attacks?

Personally, I don't like the sound when battles are skipping in this mod, but I love the footsteps and attack voices.
 
M
Just started a new playthrough with this mod using 7th Heaven, it's the only sound mod I'm using. I'm noticing a consistent, random crackling sound when playing. All 7th Heaven sound settings are at the defaults.

Any thoughts or suggestions on this?
 
B
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.
 
M
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.
Thanks, that fixed about 95% of the popping/crackling. It was sounding like Rice Krispies for a bit there. ;)
 
O
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.
 
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B
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.
I'm not sure. I'm running the latest FFNx (at the moment 1.10.1.228) and sound is fine.
 
A
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!
 
B
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!
Did you turn them on? And are you using Cid on the world map? Because Cid's broken right now.
 
A
Yes, I have both options active. And no, I am using Cloud the first time they leave Midgar.

Edit: I updated 7th Heaven again and this time I was able to update ffnx from the program and it finally works perfectly. Thanks for everything, it looks awesome...
 
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A
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 !
 
B
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 !
No, sorry. They use different sounds and are voiced by two different people. I double checked the code, in-game and verified with trace dump:

A9ZPZ1R.png


Cloud:
https://voca.ro/1bZsBbisU67p

Cid:
https://voca.ro/1nSlJ5tJWDaa

That is to say, unless you're using something like New Threat that has custom/swappable weapons or has made changes to weapon sounds, in which case it's totally possible (I know there is one particular weapon that can be used by either aerith or cid, so you'd hear cid grunt when aerith uses it) and there's nothing I could really do about that. If you're using the base game though, no, they're different.
 
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A
Ah well I'm using NT mod v2 as well, in deed Cid and Aerith share a few weapons. In my case though, Cid and Cloud are using the same sound for some reason. I'll try to reinstall the mod on my side, praying that it will work. In any case ever since I've played with this mod, I cannot think of ever going back.

EDIT : I tried to disable, then reinstall the mod, actually the bug doesn't come from it. Cid's Attacks do the same sound as Cloud's. I also disabled the NT mod to check up; Cid still has Cloud's sounds. It's weird because the mods that alter the sounds whatsoever are Cosmo Memory, NT Mod (due to weapon swap) and EDMusic.

EDIT : Well it seems to come from the 60 FPS mod. Disabling it restored Cid's Sound Attacks
 
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B
Yeah, good catch. It does seem to be 60fps. Thanks for the git report on it.
 
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