Sound mods?
internetexplorer
Join Date: 2011-10-13 Member: 127255Members
<div class="IPBDescription">Help!</div>Hi!
I'm working on some proof of concept stuff (very early, and<i> it's a secret</i>)
I want to drop some custom sounds into the game, but I have no idea how the FSB/FEV/soundinfo scheme works.
Is there a guide anywhere? Does anyone have some insight?
I'm working on some proof of concept stuff (very early, and<i> it's a secret</i>)
I want to drop some custom sounds into the game, but I have no idea how the FSB/FEV/soundinfo scheme works.
Is there a guide anywhere? Does anyone have some insight?
Comments
Sounds can be replaced, as long as they have the same name.
As regards to UWE releasing the project file, that means everybody who owns NS2, can easily obtain the soundtrack. With the soundtrack currently part of the Deluxe Edition special offer, I doubt you will ever get the option to modify the NS2 source project.
You can always create your own sound project from scratch, and if you are making a full mod, then that is fine, if however you are just planning a very small mod for NS22 sounds, it would be a tremendous pain in the ass!
I don't think we will see the NS2 audio project files, as long as the Soundtrack is a bonus item.
Isn't that one of the big goals?
I'll check that out. Thanks.
Can anyone explain what advantages if any at all this FEV/FSB setup they went with has?<!--colorc--></span><!--/colorc-->
<a href="http://yanai.blackmage.org/sky2/NS2/Sounds/ping.wav" target="_blank">here you go</a>
and for<a href="http://yanai.blackmage.org/sky2/NS2/Sounds/peeng.wav" target="_blank"> aliens</a>
The FMOD files contain much more than just the sounds themselves. They contain the necessary keyframes for sound effects and especially the loops like the firing sounds. Every "sound event" can also have multiple files associated with it to make the sound more diverse and realistic. Effects can probably also be randomized a bit so every single time you play the event it will sound a tiny bit different. There is probably more, but that's about what I can give you off the top of my head.
Whether the actual source files for the sounds are available is irrelevent since you will definitely want to modify all the parameters as well. This requires the project file or maybe someone with lots of time on his hands to completely reverse-engineer the format and produce a program to make your own files.
Whether the actual source files for the sounds are available is irrelevent since you will definitely want to modify all the parameters as well. This requires the project file or maybe someone with lots of time on his hands to completely reverse-engineer the format and produce a program to make your own files.<!--QuoteEnd--></div><!--QuoteEEnd-->
that just gave me a headache
I'll check that out. Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
okkk I just uploaded an updated version that works with b220 lol.
The problem right now is that we don't have the .fev file to directly edit the ns2 sound database (i think simon has said he wants to release this some time). Thus any sound mods are going to be required server side as well atm...
As for fmod, basically its nice because it allows you to customize how sounds are played a bit without having to make manual adjustments to the waveform. Its also a bit faster for iterating i would think. The odd thing however is you need to use a very specificish old version of fmod (one from like 2010) for it to work properly o.0.