FYI: How to get missing sounds working! (FAQ)

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FYI: How to get missing sounds working! (FAQ)

Post by Rends »

You miss vehicle Sounds? You have not working Soundspaces?
I won´t do all the basics here but how it works in SWBF2.
This seams to be not bug free but i will explain the problems later.
If you have no clue about adding sounds ect... Psych0fred has already described all the stuff before for SWBf1.
Check his board about sound varios questions:
http://www.secretsociety.com/forum/disp ... asp?fid=10
And here if you want to know how to add shipped sounds:
http://www.secretsociety.com/forum/disp ... sp?mid=323

So follow Freds tut about adding shipped sounds except part4!

Instead of adding to the soundmunge.bat in your modid folder add following line to the munge.bat you find in the datamodid/_BUILD/Sound directory!

@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav

You should check the soundmunge.bat for the stock map entries.
Here is how i set it up for my CO1 modid:
@call soundmungedir _BUILD\sound\worlds\co1\%MUNGE_DIR% sound\worlds\co1 sound\worlds\co1\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound co1

Now you should run visualmunge and make sure that you have sounds option checked.
Once done you will be able to play the map but wait!
Here is bug one.
Visual munge don´t copy the soundfiles into your map folder!

So you need todo some handwork.
Go into BF2_Modtools/datamodid/_LVL_PC/ directory and copy the the Sound folder into your Star Wars Battlefront II/Gamedata/addon/modid/data/_LVL_PC directory

I´m not sure but i think you only need the modid.lvl file in the sound folder.

Run the game and check if sounds work.

Now to the bugs:
I´ve already described the first one that Visualmunge doesn´t copy the sound folder into your addon mapfolder.


Last edited: March 6.2006
Last edited by Rends on Sun Apr 09, 2006 4:55 pm, edited 3 times in total.
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RE: FYI: How to get missing sounds working (bugs too?) ;-)

Post by Rends »

Haha, i got most sounds working yet. Only a few laser and gun sounds i need to find and my Coruscant city map goes gold :-)
Seems that a lot of sound settings has been changed so it´s trial and error to find them all.
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Post by Vyse »

Some what OFF TOPIC:

Rends, have you tried the same thing only copying over custom sounds .lvl from the lvl_pc after setting up a custom sounds folder with all the config files.

I did but no go. I was wondering if anyone else had.
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Post by Rends »

Vyse,
no i didn´t tried it because i had the sounds already setup for SWBf1 and remember that the Coruscant city map is a SWBF1 to SWBf2 convert .
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Post by Darth-Derkie »

It didn't work for me.

It creates the RH1.lvl (My ModID)
RH1.req:
ucft
{
REQN
{
"str"
"align=2048"
"RH1"
}
REQN
{
"lvl"
"RH1cw"
"RH1gcw"
}

}

RH1cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"RH1cw"
}

REQN
{
"config"
"RH1"
"rep_walk_atte"
}
}
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Post by Rends »

Darth Derkie,
what have you done? And did you also created the sfx file with the rep_walk_atte sound entries?
And i wonder why you have the "RH1" entry below "align=2048" in your RH1.req file
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Post by Darth-Derkie »

Edit: I got it working. I added the " in munge.bat.
Delinquent

Post by Delinquent »

Thank you Rends,

Took me some hours to get everything right but it works now.

This was really much needed. :D
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Post by Rends »

I´m glad that it works for u too :-)
CCC-Ranger

Post by CCC-Ranger »

Hi Rends :)

very thanks for you great help!
I´m find not the soundfiles for the Fighters (Tie`s, Arc170 etc) for my ModID gc and gcw SFX files ...?
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Post by Rends »

CCC-Ranger wrote:Hi Rends :)

very thanks for you great help!
I´m find not the soundfiles for the Fighters (Tie`s, Arc170 etc) for my ModID gc and gcw SFX files ...?
For the Ties put this into your gcw sfx file:

// TIE -----------------------------------------------------------------------------------------------------------
// ----- TIE Common -----
..\..\global\effects\veh_tie_accel_01.wav tie_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tieFightr_shipRll_01.wav tie_fighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tieIntr_shpRll_01.wav tie_int_roll -alias ps2 tie_fighter_roll -resample xbox 22050 pc 22050

..\..\global\effects\veh_tie_deccel_01.wav tie_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_tie_blaster_long.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_tieFighter_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_tieBomber_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_tieFighter_mid_lp.wav -resample xbox 22050 pc 22050

// Bomb

..\..\gcw\effects\wpn_tie_bombLauncher_fire.wav -resample xbox 22050 pc 44100

// Blue Stinger Missiles

..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100


// Yellow Stinger Missiles

..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100


// Proton Torpedo

..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100


// ---------------------------------------------------------------------------------------------------------------
// ----- TIE Bomber -----
..\..\global\effects\veh_tieBmbr_shipRll_01.wav tie_bomber_roll -alias ps2 tie_fighter_roll -resample xbox 22050 pc 22050


About the Arc170 wich i havn´t tested use this for the vehicle sounds:
// Arc170 ----------------------------------------------------------------------------------------------
..\..\cw\effects\eng_Arc170_hi_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_Arc170_low_lp.wav -resample ps2 2000 xbox 4000 pc 22050
..\..\cw\effects\eng_Arc170_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
//..\..\cw\effects\wpn_arc_fire_02.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\cw\effects\wpn_arc_torpedo.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_accel_01.wav Arc170_shift_up -alias ps2 jedifighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_shpRll_01.wav Arc170_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_deccel_01.wav Arc170_shift_down -alias ps2 jedifighter_shift_down -resample xbox 22050 pc 22050

Notice that the weapon sounds are marked out so check sound/cw directory for the rep_fly_arc170 file.
CCC-Ranger

Post by CCC-Ranger »

GREAT ! :) Thanks Rends
Lord-Bandu

Post by Lord-Bandu »

"You miss vehicle Sounds? You have not working Soundspaces?"

What about Soundspaces?

Iv put in a sphere region in ZE but what do i call it ?and what else do I have to do after this?
Captain_Mazda

Post by Captain_Mazda »

Here's what I did:

I went into my data_SAL/_Build/Sound and ran munge.bat. It created a whole bunch of sound files including every vehicle for CW and GCW era. Any help? I really need vehicle sounds for my next release.
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Post by Rends »

Captain_Mazda wrote:Here's what I did:

I went into my data_SAL/_Build/Sound and ran munge.bat. It created a whole bunch of sound files including every vehicle for CW and GCW era. Any help? I really need vehicle sounds for my next release.
Aeh what?
first follow Freds sound tut about adding missing shipped sounds and then make the changes i explained earlier.


Bandu,
check SWBf shipped maps sound setups about Soundstreams in the Editor.
NextYou need to call the .au file name (wich you can copy from shipped SWBF sound files)
from your cw and gcw sound req files (just add the name under config)
then follow the instructions about the special SWBf2 setup i posted in the initial thread

I know that there will be a cool new sound tutorial about custom sounds out very soon!
Captain_Mazda

Post by Captain_Mazda »

I just could not understand any of the tutorials, it was all Greek to me. If only someone would explain just the first one or two steps of what you exactly need to do, I'd greatly appreciate it.

So Rends, what should I do with the sound files that were created? Shouldn't they work?
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Post by Teancum »

You're not the only one who's had troubles. I could get sounds working in BF1, but following Fred and Rends' combined tutorial I still have not succeeded in BF2. I'm sure I'm just missing something though.
Captain_Mazda

Post by Captain_Mazda »

Heh, I'm glad an experienced modder feels the same way I do, otherwise I'd sound like a dork for saying this:

Perhaps someone who's been able to get sounds working could give us a step-by-step procedure as some sort of "how-to" in a simple and clear manner. I'm sure it would really help out.
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Post by Rends »

Well setting up missing sounds for vehicle isn´t that hard but not that easy too.
Psych0fred described it very well on his website so you need to read it and follow it step by step.
The only realy hard part is to find the missing sounds. Well you won´t find them because they are not in the assets but the refernces are all stored in the modid/sound/ folders. Check the sfx files for sound entries you find in the specific world folders.
mnl1121

Post by mnl1121 »

me, mazda, and teancum are all in the same boat. we really need a CLEARER tut!!!!!
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