[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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K
I'm struggling with audio crackling, ive tried everything and nothing seems to fix it, running newest canary build, and tried newest stable build.

Any thoughts?
mods running -
ninostyle
Cosmo memory
upscalers

nothing else..
 
K
Hey Kaij, Which audio effect is crackling the most? this was solved on Discord by just hitting Reset Defaults in Game Launcher settings.
 
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K
Is there a way to have the voiced attacks but keep the vanilla PSX sound effects?
 
U
This mod is absolutely awesome! I love the ground-conditional footsteps! That must have been quite an undertaking to do. My only gripe is that IMO they're a bit loud in relation to other sounds, as are the ambience sounds. I found the Ambience Volume setting in the 7th Heaven Game Launcher settings, so that's all dandy, but there's nothing for the footstep sounds. Is it at all possible to add a slider/setting for those? It would be highly appreciated <3
 
H
Does this mod add music to the snowboarding minigame (when it first appears in the story)? If it doesn't, could that please be an added option? Love this mod.
 
B
Hedginka said:
Does this mod add music to the snowboarding minigame (when it first appears in the story)? If it doesn't, could that please be an added option? Love this mod.
This sound only effects sfx. Has nothing to do with music.
 
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