Anyways, here is what you do:
*You can skip steps 1-7 if you have the Fixed and improved munge files installed*
1. Go to BF2_ModTools\data and open up soundmungedir.bat (right-click and choose Edit).
2. Find this line:
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@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
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@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
5. Now, go to BF2_ModTools\data\_BUILD\Sound and edit the munge.bat file. Find this line:
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@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
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@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
8. Now, go to BF2_ModTools\data_MODID\Sound\worlds\MODID\effects and put your .wav file(s) in it. The file(s) has/have to be in 352 kbps, 16 bit, mono, 22 kHz PCM mode.
9. Make a .asfx file with your MODID as the title. Put your files being referenced in it like so:
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effects\dc17_rifle.wav -resample xbox 22050 pc 22050
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SoundProperties()
{
Name("rifledc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_rifle", 1.0);
}
}
12. Test the map, and make sure you reference the name of the sound in the weapon ODF or whatever. In my ODF file, look above, I used the "rifledc17" part as my fire sound for the weapon.
ENJOY!!
- Majin Revan