Modding rundown: Sound

Started by Noelemahc, December 05, 2006, 11:53PM

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http://en.wikipedia.org/wiki/GameCODA

It's what I found on the Coda engine.  Still doesn't lead to a codec, but maybe it will get us started.

993-1004 in XML2 x_voice == Emma Frost (will be using some of these for break files since they're already in a nice native format)

December 10, 2007, 03:13PM #272 Last Edit: December 10, 2007, 03:38PM by winstrol
Quote from: Teancum on December 08, 2007, 03:26PM
The wavs that I'm using are IMA ADPCM, but they still sound a little bit off.
Yep, i tried that and seems like it sounded even better than vox/bicom. So perhaps it could be some sort of modified ima adpcm, or some format really close to it.

I also tried using uncompressed wave (PCM, 16-bit, 22050) again and it worked this time and sounded really fine (last time it didn't work because i was using 8-bit.. :X)
So what about using that? the only drawback is that the files will be bigger (about 4x). For _m would  still be less than 1mb and for _v sounds you could decrease the amount of sounds eg: only 1-2 sound for bored, only 2 respafirm.. etc

What do you use to edit sounds with?  I tried using Goldwave for 16-bit PCM and it doesn't even play.  It's just static.

December 10, 2007, 03:40PM #274 Last Edit: December 10, 2007, 03:43PM by winstrol
I used voxstudio. But it also worked with the windows's sound recorder.
Also, you need to modify the file format 106 (hex 6a) to 1.

Do they sound fine in ZSM Editor?  Maybe I need to try them in-game.

nop. In zsm they will sound really bad. Only sound good in game.

December 10, 2007, 04:16PM #277 Last Edit: December 10, 2007, 04:18PM by Teancum
*EDIT*

Figured it out.  I'll do regular PCM for all the sounds.

Yeah, I'm trying to do it with x_voice.  Doesn't seem to work, but I'll try some other things.


Ugh... can you upload the source .wav and your compiled test zsm/zss file so I can look at it?

December 10, 2007, 04:55PM #281 Last Edit: December 10, 2007, 05:55PM by winstrol
it's the files i uploaded above

Edit: i tried the same file with x_voice and it sounded bad. Gonna try to figure out why.
Edit2: Seems like this only works for .zsm files. But i could make it run with x_voice.. how? just renamed it to x_voice.zsm and worked fine.

So all we have to do is rename x_voice.zss to x_voice.zsm.  Simple enough.  Is it possible to get that to work with zss files too?

December 10, 2007, 06:04PM #283 Last Edit: December 10, 2007, 06:35PM by winstrol
so for the _v.zss files is the same of x_voice.. it only works when renamed to _v.zsm
but for some reason the sound only get played once.. and it don't play anymore.


December 10, 2007, 06:21PM #284 Last Edit: December 10, 2007, 06:29PM by Teancum
I'm going to try putting all of [character]_v's events (like RESPAFFIRM) into [character]_m.zsm.  If that works then we only need to worry about x_voice.

*edit*

That works.  Sortof.  The sound (in my case RESPAFFIRM) plays perfectly, but after that nobody else's voices will play.