Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Maps, Mods and Editors » Adding sound files to vanilla ja2?
Adding sound files to vanilla ja2?[message #252586] Sat, 29 May 2010 00:11 Go to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Can I create new sound files for vanilla ja2 to use?

There is a certain number of sound files in Sounds.slf, the number of each individual file serving as its ID in west's weapon editor.

Can I create a new sound file and a new ID that the editor will be able to read and assign?
Re: Adding sound files to vanilla ja2?[message #252587] Sat, 29 May 2010 00:21 Go to previous messageGo to next message
Logisteric

 
Messages:3479
Registered:December 2008
Location: B
okay, now you are in my court - could you specify exactly what you want to do?
Re: Adding sound files to vanilla ja2?[message #252608] Sat, 29 May 2010 11:28 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Each caliber type has its own sound file, right? (5.56 single shot, 7.62 wp single shot, etc.). There are some caliber types that have no sound files, like the flamer ammo for the defunct flame thrower. So I used that type for a new ammo and weapon which do not use any of the sound files.

I want to create completely new sound files for that weapon, and add it to the list of sounds the game uses, instead of replacing a sound file already in the game.

Is that possible?
Re: Adding sound files to vanilla ja2?[message #252609] Sat, 29 May 2010 11:46 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Tyco
Can I create new sound files for vanilla ja2 to use?

There is a certain number of sound files in Sounds.slf, the number of each individual file serving as its ID in west's weapon editor.

Can I create a new sound file and a new ID that the editor will be able to read and assign?


Yes.

It's actually pretty simple.

1) Get a sound editing program and get a cursory understanding of it (you only really need to know the basics for this).

2) Right click on whatever .wav file you want to change (as an example we'll use the 026.000.wav file [Static if I,m remembering correctly]). Click on Properties. Once in Properties click on Summary and this will display all the relevant information that you will have to enter into the sound editing program (i.e. Bit Rate, Audio Format, blah blah blah). You can just write this crap down in Notepad so it's easy to reference while you are working) this information is the same for all sounds used in Vanilla Ja2.

3) Record your version of the speech. Remember the context of what the original character said if you want to somewhat match what his .npc script is going to make him posit or react to.
To be on the safe side I even tried to make it about the same length of time.
Your speech should be clear and crisp and as loud as you can make it. Tone inflections should be some what monotonous otherwise you will get parts of dialogue drifting into very low volume (remember the .wavs you will be making are only 4 bit so don't get all William Shatner on it (if you know what I mean). Really, just do a test speech and fully process it (run it through your sound editing program and hear it IN GAME [I can't stress that part nearly enough IN GAME is the only way you are going to hear what it really sounds like]), you'll see exactly what I mean.


EXTREMELY IMPORTANT

Name your .wav file to the one you are trying to replace as you record it. This way the game will recognize it.

Now the advanced take on this step requires you to also change the text blurbs that appear on the screen you will need the EDT editor for that.
Some folks also use the GAP editor to actually change the lip synching to match their new content. Hats off to the guy who made that program but I never got that fancy.
My advice is to forget about this crap until you have a good grasp on the actual sound editing part.

4)Run your .wav file through your sound editing program and simply change the properties of your .wav file to those used by the game.

It's that simple but pretty time consuming. If you are going for a whole character change be ready to spend a lot of hours recording every dialogue line. And most important - have fun. It's a blast to hear your own voice playing the part of a merc or npc. Really enjoyable stuff for me.

[Updated on: Sat, 29 May 2010 11:48] by Moderator

Re: Adding sound files to vanilla ja2?[message #252610] Sat, 29 May 2010 12:20 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Thanks, Khor... but its not really what I was asking.

You mention "replaceing". I dont want to replace, I want to add new ones. New ones that the game will recognize and that I can assign to items.

But I am also working on new merc voices so this is good stuff. Thanks.
Re: Adding sound files to vanilla ja2?[message #252614] Sat, 29 May 2010 13:10 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Please give a specific example (i.e. a new item that needs a sound the game does not currently have, right?) and I will be more precise in my solution.

That is, assuming I come up with a solution.
Re: Adding sound files to vanilla ja2?[message #252616] Sat, 29 May 2010 13:58 Go to previous messageGo to next message
Logisteric

 
Messages:3479
Registered:December 2008
Location: B
oops - i can tell you all about speechfiles, but i never messed with gun-sounds

i guess it works analog to speeches - that means:

1. there should be a sound-id for that flamethrower
2. as it does not exist it swaps back to ammo-sounds (12g - i remember having messed with the flamethrower it sounded like a shotgun)
3. the *.wav.s ingame are low-quality-wav.s
3. to test that
3.1 take a battlesound and rename it for that flamethrower-id
3.2 get the flasmethrower and fire it (you can do that with 'myweapons.txt' iirc - open with excel or open office)
3.3 if you hear a human voice you are on the right track

4. start on your new sound (it helps to do that in best quality and lower it AFTERWARDS)
5. there should be fire/burst/auto/reload and maybe cock-sound (they do not necessaryly all exist)

and of course it is technically a replacement

---

if you have problems changing the quality i'd do it for you
Re: Adding sound files to vanilla ja2?[message #252619] Sat, 29 May 2010 16:12 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Khor1255
Please give a specific example (i.e. a new item that needs a sound the game does not currently have, right?)


Yes, thats the precise situation. I don't want to replace any of the existing weapon sounds and I want to know if its possible to give an ID tag to a completely new sound file so I can use it for a weapon.
Re: Adding sound files to vanilla ja2?[message #252620] Sat, 29 May 2010 16:36 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
If I'm remembering correctly there is an array (menu) of sounds that appear in the W4ST editor. Looking closely at that might give you a clue as to how to proceed. Please correct me if I am mistaken because it has been a looooooooong time since I messed around with editing items with that utility.

In any case it sounds like it is possible but I really don't know how you would go about it. I'm tempted to say through hex editing but I have very little experience with that soo....

There are about five guys I can think of who might know right off the top of their head but sadly, none of them are seen here much these days.
Re: Adding sound files to vanilla ja2?[message #252625] Sat, 29 May 2010 19:32 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Khor1255
If I'm remembering correctly there is an array (menu) of sounds that appear in the W4ST editor. Looking closely at that might give you a clue as to how to proceed.

Yes, thats correct.

About hex editing, Lord of the bytes used to have a lot of manuals on how to do that. Do you know if these docs are still accessible somewhere, have they been backed-up?
Re: Adding sound files to vanilla ja2?[message #252637] Sun, 30 May 2010 06:20 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I think scorpion was pretty knowledgeable about hexing. You might try e-mailing him. He's generally very helpful if it's a subject he knows.

I have some of the stuff archived from LotB. But unfortunately nothing about hexing. But since it is such a common means to an end for many different games you might find a lot of info by doing a search on Hex Editing. Good luck and if I think of anything or find a relevant link I'll post it here.
Re: Adding sound files to vanilla ja2?[message #252808] Wed, 02 June 2010 14:57 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
It's the right editor for sounds but JA2IE is easier to get you started then punt that modded exe into We-edit for assigning the sound id. Or "cheat" like I did for MFM's flamer as it is queenspit so I just renamed the flame loop as spit ricochet and the flamer noise as monster spit, can't recall if it makes a reload noise or not; finally coloured the monster spit anims from green to orange, bob's your uncle a weapon that hits plus causes gas effect at distance for further damage... the greatest regret was that it still didn't make the bad guys turn into flamey dancers. That's an explosives thing only I think.

Re: Adding sound files to vanilla ja2?[message #252827] Wed, 02 June 2010 19:38 Go to previous message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I really can't remember how I made the flamethrower for my 1.07 version. It was one of the first really involved things I did for my mod back before there even was a 1.13. But the way you did it is much cooler because it features a radius effect.


What was the original question again?
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