[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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A
Seems this mod is now causing crashing under 7th Heaven 2.4.0.37 and FFNx 1.11.0.44 just FYI
 
M
Hi Bonez,
i want to report a bug  related to Cosmo Memory .

Recently i was using your mod and I noticed that, when i disable the mod, all the sounds of the game are muted(music still work). I tried to close and open again the 7th heaven , but nothing, sounds only work now with your mod activated .I have the last version (stable) of 7H and FFnx. I was thinking that could be some config related from your mod to FFnx or something like that??
Edit: Oh, the mod is the last version from the Qhimm Catalog.
 
B
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.
 
M
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!
I suppose that are this configs in the file:  "use_external_sfx"  "ff7_footsteps"  "external_sfx_always_centered", i set them to false, and it seems that now it works.
 
N
This mod is fantastic!  Thank you for making this!
I would really appreciate an option to disable the replacement of all the sound effects, while still having footsteps, ambient sounds, and attack voices.  I really want to hear the original sound effects because they have a special place in my heart, but I feel like I can't live without the footsteps and ambient noise now.  Would that be a possibility?  Thanks again!
 
B
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.
 
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N
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.
I see.  Thanks for the explanation.  I really do think the "bells and whistles" are so fantastic that they warrant their own mod, though.  A standalone mod that just replaces all ambient noises and adds footsteps would a great option and would leave Cosmo Memory intact as a sound replacement mod.  I understand if you don't want to do that, though.
 
S
First of all, fantastic work that was done with this great mod! :)
I only have a little issue:
Since I updated both FFnx and 7th heaven to the newest versions (1.14.0.1 and 2.7.0.1) , there is no fx sound at all (menu, etc.) whenever I want to play with the music settings on VGMStream.
On the other hand, the mod runs without any problems if the music is set to MIDI sound.
The same happens with the stable versions of 7th heaven and FFnx.
 
S
Guys, I've recently been playing FFVII and I'm using [Tsuna Mods] Cosmo Memory, and I noticed that the Field footstep it works correctly, the question is if you use the Analog Stick the Cloud runs but it only produces the sound of walking, if you use the button A or X even when running on analog it already produces the sound of running instead of walking, well it must be a bug on analog stick, because if you use the D-pad the cloud walks and produces the sound of walking, if you press the A or X depending on the control we have, it runs and produces the sound of running, that is, it is correct with the D-pad, as for the Analog stick, it does not walk, it automatically runs! and it doesn't produce the sound of running but of walking, so it must be a bug, try it yourself ands fix it please if its a bug, thankyou!
 
B
Yeah, the analog autorun is new. Hopefully they can be fixed to work in tandem. In the meantime, the only thing you could do is turn off the analog controls in 7h driver settings and use the actual autorun mod from "Gameplay Tweaks" (you would just miss out on the omni-directional movement), or the better option is you can use both analog control + the actual autorun mod which will essentially always play running footsteps by default but you can still walk and hear walking footsteps by lightly pressing the analog stick+cancel button (since you're using the analog controls, you're probably rarely walking anyway), or of course turn off footsteps all together.
 
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L
Hello , first of all amazing job! I really appreciate what you did for the game , thank you!!
I had a question regarding Echo-s compatibility. in 7H should Cosmo go above in the load order? Do I need to touch any of the settings or are both already compatible as they are? Thanks!
 
B
Yeah CM should be above Echo-s. Autosort should do this automatically. And there's nothing special you need to do. They're designed to work together out of the box.
 
B
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.
Use echo-s and turn the voice layer down.
 
F
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.
 
B
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.
Are you talking about their battle grunts? You're hearing aerith shoot barret's gun and use his grunt?

Or are you talking about when Aerith uses Cid's weapon and she uses Cid's voice? If that's what you're talking about, yeah I'm aware. The sounds are tied to the weapons, not the characters. I have a way to fix it, I just haven't gotten around to it.
 
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F
Hello Bonez.

I was testing a file of a past gameplay to send it to you, but the problem It wasn´t there anymore, you update your mod, right? Indeed, It was her grunt, she used Barret´s.

I´ll continue testing the game, thank you so much again for your mod.
 
B
It's straight up impossible for Aerith to use Barret's grunt because she doesn't use a gun. you had to be hearing Cid's
 
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