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  #1  
Old February 18th, 2008, 01:38 AM
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Default 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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  #2  
Old February 18th, 2008, 06:16 AM
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Default 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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Old February 18th, 2008, 10:29 PM
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Default 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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Old February 18th, 2008, 11:33 PM
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Default 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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Old February 21st, 2008, 01:55 AM
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Default 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!
Attached Files
File Type: zip 582465-newfear.zip (8.2 KB, 155 views)
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Old February 21st, 2008, 01:58 AM
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Default Re: Music modding solved

Yeah right. I KNOW you have replaced it with the "OMG that Elephant just saw a mouse" sound. Nice try.
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Old February 21st, 2008, 02:02 AM
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Default Re: Music modding solved

???
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