Sound mods?

internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
edited September 2012 in Modding
<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?

Comments

  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    It's currently not really possible to modify the sound files. There are some ways to change sounds, but I have no idea how and not sure what the actual possibilities are (exchanging sounds? adding new ones?). FMOD was not made with modding in mind and UWE for some reason don't include their project file into the builds.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    One of the dev (simon I think) said they would release the project file, but I guess they forgot or something.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    It would be really good to have it, so people can make cool mods and promote the game ;)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    LOL, just answered this thread in another forum :p

    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.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    The in-game music is only a very very small part of the Soundtrack. And other games/developers do it like that, too.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited September 2012
    I hate to be me, but how can we expect this game to take off as a modding platform if this is the answer?
    Isn't that one of the big goals?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2012
    Elodea did a sound mod (replacing sounds) <a href="http://www.unknownworlds.com/forums/index.php?showtopic=117041&hl=mario" target="_blank">http://www.unknownworlds.com/forums/index....41&hl=mario</a>
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    AHA!
    I'll check that out. Thanks.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    I got the same problem with<a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=121187&view=findpost&p=1978896" target="_blank"> sound mods</a>
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I had at one point wanted to replace the current menu music with the previous (far better is you ask me) but the same hurdle has me waiting til they hopefully bring this to a simpler state. It's seems rather unfriendly right now. I'm far too used to just plopping an appropriately named file in the right directory for a simple replacement job, the way the sound is set up feels a tad excessive.

    Can anyone explain what advantages if any at all this FEV/FSB setup they went with has?<!--colorc--></span><!--/colorc-->
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    Can someone make a sound mod for hit detection? like a bing or a blip sound. Specifically for aliens i guess.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1979636:date=Sep 19 2012, 02:27 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Sep 19 2012, 02:27 AM) <a href="index.php?act=findpost&pid=1979636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can someone make a sound mod for hit detection? like a bing or a blip sound. Specifically for aliens i guess.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <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>
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    <!--quoteo(post=1979586:date=Sep 18 2012, 04:54 PM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Sep 18 2012, 04:54 PM) <a href="index.php?act=findpost&pid=1979586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Can anyone explain what advantages if any at all this FEV/FSB setup they went with has?<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1980259:date=Sep 20 2012, 12:36 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Sep 20 2012, 12:36 AM) <a href="index.php?act=findpost&pid=1980259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->


    that just gave me a headache
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1978267:date=Sep 16 2012, 06:20 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Sep 16 2012, 06:20 AM) <a href="index.php?act=findpost&pid=1978267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->AHA!
    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.
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