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February 18th, 2008, 01:38 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Thanked 3 Times in 3 Posts
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Re: Music modding solved
Simply incredible lch.
Not to undermine your efforts, but for me, it's ten times easier to just run some music in winamp in the background while the game is playing. ;p
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February 18th, 2008, 06:16 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Music modding solved
That wouldn't be half as fun as it was for me to find out these things, though. I even learned something new from it. 
It wasn't the problem that bugged me, it was the allure to find out how it is done. Plus, you can't fade in/out music when a battle starts with playback. Some people might even experience no in-game sounds if the playback is locking the audio device. But sure, this is just for the tech-heads. I remember that some games that I played, like car racing games, allowed you to insert an audio cd for playback in the background...
On an unrelented note, if you don't know how to convert your input to raw PCM, the file format detection tells me that it is "RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 11025 Hz", so converting into this might be as well.
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February 18th, 2008, 10:29 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Music modding solved
Great job Ich!
By chance have you tried this format/technique with replacing the game's sample files (smp)?
Being able to change the sound or volume of things like elephants and Illithid's mind blast would be a major act of kindness to my ears. 
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February 18th, 2008, 11:33 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Music modding solved
Funny, Sombre asked exactly the same. Those aren't encoded at all. They're raw PCM data. The only thing that I don't know is their frame rate. sling.sw, the sound for the sling shots, is probably 11kHz stereo (or 22kHz mono), as is earth.smp, which I think is the sound that the earth elementals make when trampling. But howl.smp, for example, does have at most half that rate. growl.smp might be 6kHz mono or something, same for elefant.smp, the elephant sound.
So yes, I think I could normalize those sounds a bit. I'd have to look if the frame rate is saved in the game or in the files, which should be quite easy to do (just rename some). An easier fix is to just overwrite elefant.smp with muller.smp or earth.smp, which are easier on the ears.
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February 21st, 2008, 01:55 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Music modding solved
Spent some time playing around with some utilities that I had on my system and managed to find a magic combination of settings & hacks to capture & replace sounds.
Attached is a quick alternative to "fear.smp". This is the sound used by mind blast and some other spells. In my current game using LA R'lyeh, my hordes of Illithids have been piercing my ears all week so I am now using this alternative sound.
Oh, and just in case:
BE SURE TO BACK UP YOUR OLD AUDIO FILE BEFORE REPLACING IT WITH THIS ONE!
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February 21st, 2008, 01:58 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Music modding solved
Yeah right. I KNOW you have replaced it with the "OMG that Elephant just saw a mouse" sound. Nice try.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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February 21st, 2008, 02:02 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Music modding solved
???
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