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Infinity Sounds v2

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#1 skellytz

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Posted 23 May 2024 - 03:21 PM

Infinity Sounds v2

In a nutshell, Infinity Sounds is a mod for Baldur's Gate II that aims to improve many sonic aspects of the game. The mod allows you to, e.g., restore all the classic Baldur's Gate sounds, remedy a lot of audio-related issues, overhaul creature sounds, revive EAX support, recover unused voiceovers, and tweak NPC soundsets.

Download  |  Readme  |  GitHub

 
Supported games


The following games are currently supported:

  • Baldur's Gate II: Throne of Bhaal
  • Baldur's Gate Trilogy
  • Baldur's Gate: Enhanced Edition
  • Baldur's Gate: Siege of Dragonspear
  • Baldur's Gate II: Enhanced Edition
  • Enhanced Edition Trilogy

 
Components


Infinity Sounds includes a total of twenty distinct components:

  • Restore BG1 Spellcasting Voices
  • Restore BG1 Spellcasting Sounds
  • Restore BG1 Weapon Sounds
  • Restore BG1 Armor Sounds
  • Restore BG1 GUI Sounds
  • Restore BG1 PC Soundsets
  • Restore Gulp Sound
  • Restore Chunked Death Sound
  • Tweak Sound Channel Volume Levels
  • Enable Footsteps During Combat
  • Mute Reputation Change Sounds
  • Mute Tooltip Paper Sound
  • Restore BG1 Ambient Sounds
  • Restore Environmental & Positional Audio
  • Enhance Positional Audio
  • Restore & Tweak Soundsets
  • More Existence Sounds
  • Tweak Existence Sound Delay
  • Restore NPC Voiceovers
  • Additional NPC Voiceovers (by Salk)

 

Please check the complete Readme to learn more about this mod before installation.


Edited by skellytz, 01 July 2025 - 08:24 AM.


#2 TotoR

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Posted 24 May 2024 - 05:18 AM

That's great! Congratulations on the release.

#3 Andrea C.

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Posted 24 May 2024 - 12:00 PM

One of the best mods out there! Congrats, skellytz 👍🏻

#4 Salk

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Posted 12 June 2024 - 02:30 AM

Congratulations, skellytz!


And thanks for this new official version.



#5 Blash2

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Posted 14 July 2024 - 01:18 AM

I've read the OP and the description of the mod, but it's still not clear to me if with this mod I can make so that BG1 NPCs (particularly Viconia, Minsc, Jaheira, Imoen and Edwin) keep their BG1 soundset transitioning to SoD and BG2.

#6 skellytz

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Posted 14 July 2024 - 01:49 AM

make so that BG1 NPCs (particularly Viconia, Minsc, Jaheira, Imoen and Edwin) keep their BG1 soundset transitioning to SoD and BG2.

Welcome back, Blash2! Sorry, I haven't added this yet. Let me refer you back to my original answer with possible solutions.
 



#7 Blash2

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Posted 14 July 2024 - 01:52 AM


make so that BG1 NPCs (particularly Viconia, Minsc, Jaheira, Imoen and Edwin) keep their BG1 soundset transitioning to SoD and BG2.

Welcome back, Blash2! Sorry, I haven't added this yet. Let me refer you back to http://www.shsforums...#entry614806]my original answer[/url] with possible solutions.
 
Thanks, but I really don't feel comfortable messing with scripts and game files, especially during installation. I guess I'll continue waiting :(

Edited by Blash2, 14 July 2024 - 01:53 AM.


#8 Andrea C.

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Posted 25 November 2024 - 04:23 AM

skellytz, Argent77 made a mod that makes the IWD expansion Trials of the Luremaster available to SOD/BG2:EE games. Any chance IS could eventually include creatures introduced in this expansion?

#9 skellytz

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Posted 25 November 2024 - 08:06 AM

OK, I'll take a look at that mod.



#10 Isewein

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Posted 03 December 2024 - 07:33 AM

It would be nice if Infinity Sounds could restore the battle music to the promenade cutscene, as the old P5 Tweaks mod used to do. Although I'm not sure whether it was compatible with Almateria's Restoration Project...



#11 skellytz

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Posted 04 December 2024 - 04:35 PM

It would be nice if Infinity Sounds could restore the battle music to the promenade cutscene, as the old P5 Tweaks mod used to do.

Why "used to do"? It still does :) That component should also work on BG2:EE.

 

Although I'm not sure whether it was compatible with Almateria's Restoration Project...

ARP overwrites the cutscene scripts, so install P5Tweaks afterward.



#12 Isewein

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Posted 06 December 2024 - 02:50 AM

Good to know! I'm just in the process of checking my old BGT weidu.log against my new EET installation order and assumed that P5 Tweaks was surely not compatible, since there hasn't been an update since 2010.



#13 Austin

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Posted 10 December 2024 - 01:20 AM

Hello! When you have the opportunity, please release a new version of the mod (since the Russian translation was added to GitHub, but a new version with it has not been released) :) 



#14 skellytz

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Posted 29 June 2025 - 02:25 PM

Infinity Sounds updated to v2.1!

Download  |  Readme  |  GitHub
 
 
The highlight of this version is a new component for the EEs: Enhance Positional Audio.

While the EEs do not support EAX, positional audio still works through OpenAL, the default API. Unfortunately, due to the lack of configurability, many find the listening experience inadequate, especially with headphones. This is mostly because of the exaggerated panning that splits sounds into either the left or right channel.
 
This component adds the configurable software implementation of the API, OpenAL Soft, with crossfeed filters enabled to mitigate the channel separation.


Changes in this release

  • New component: Enhance Positional Audio
  • Restore NPC Voiceovers:
    • German voiceover transcription (thanks to Ychap)
    • Russian subtitles translation (thanks to yota13)
    • Polish voiceover transcription
    • Restored Aerie's minor unused voiceover (thanks to Ychap)
  • Tweak Sound Channel Volume Levels:
    • Disabled the hardcoded volume variation of armor movement sounds
    • Attenuated footsteps and armor movement sounds
  • Restore BG1 Spellcasting Sounds: restricted the BG1 variant of eff_m10.wav to Dispel Magic and Remove Magic
  • Tweak Existence Sound Delay: increased the existence sound delay of several creature types
  • Restore & Tweak Soundsets: amplified the walking sounds of ghouls, wolves, and dogs
  • Support for translations with UTF-8 character encoding
  • Compatibility with BG2 Fixpack component EE-Style GTU
  • Updated DSOAL to r659 and OpenAL Soft to r9933
  • Repackaged with Windows, macOS, and Linux installers in a single ZIP archive (thanks to Argent77)

Edited by skellytz, 01 July 2025 - 08:21 AM.


#15 Salk

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Posted 30 June 2025 - 07:53 PM

Congratulations on this update, skellytz!

I do miss the occlusion effect in my game and I'm hoping one day it'll be back.

Cheers!

Edited by Salk, 30 June 2025 - 07:54 PM.


#16 skellytz

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Posted 01 July 2025 - 08:40 AM

Congratulations on this update, skellytz!

As always, thanks for a cheer!   :new_thumbs:
 

I do miss the occlusion effect in my game and I'm hoping one day it'll be back.

Just to give the others a bit of context, I'd posted this on our Discord server:

The original BG2 supported EAX 2.0 and made use of its occlusion effects. Back when we used compatible sound cards, many sounds farther away from the center of the screen were muffled like this:
 bg2-occlusion.ogg   167.37K   1


DSOAL, the DirectSound wrapper Infinity Sounds uses to restore EAX, currently doesn't support the occlusion effects in BG2. This was already reported to the DSOAL creator a few months ago, so maybe one day this will get fixed and we'll be able to bring these effects back. Right now, some sounds won't be processed as intended and may seem to blare at a distance.

I'll keep you posted on any progress on this issue.



#17 Salk

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Posted 02 July 2025 - 05:09 AM

Yes, I was reminded by your message on Discord about the nice Occlusion effect that I experienced playing the game the first time using a Creative Soundblaster Live (I think it was called like that) and it was spectacular.







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