You've chosen the PS2 route, so you'll need to install
this program (https://www.mediafire.com/file/xp09zg1oahno2sd/FPacker.zip/file) to open .vag files that the PS2 files run on. According to nikita on one of his Discord posts, it was recommended not to share the encoders outside of discord. I've only uploaded a portion for PS2 purposes so you can edit .vag samples, and save files in that format.
Step 1:We're going to be adding in one of Wolverine's grunts from Marvel Vs. Capcom 3 and setting it as one of his samples when he jumps. Open the
Wolverine_MvC_sample_grunt in audacity. When the wav loads, and you'll see that the track is in stereo. We want to make sure that it's in mono, otherwise, the sound will not play properly if you simply add it into the game in stereo. Now on the top of the window, go to
tracks > mix > mix stereo down to mono and click it.
(https://i.imgur.com/Ogz992B.png)
Your track should merge into one. If the sample rate at the bottom left is not
11025, make sure to change it to that because that's what PS2 sounds run on (as according in the out_file.json). Then File > Export Audio and export it as .wav format. You can overwrite the grunt.wav you edited or you can save a new file. Now you're finished with Audacity here. You can exit the program.
Step 2: Inside the FPacker.zip you downloaded from the mini link before step 1, extract the files onto where you can find it on your desktop. When done, navigate through its folders and inside GUI folder, you'll find the FPacker application. Click it to run it.
Step 3: You'll be in a program with not many features. But this is what we'll be using to export sound files into .vag files. Go to
File > Open > Audio File. When searching for the .wav file you made in audacity, click on the drop tab and set it the Files of Type to .wav. Wolverine's grunt .wav should appear. Open it and the features will appear like an old sound editor.
(https://i.imgur.com/ErEZBSr.png)
Then all you gotta do is
File > Save As, Set the file type to save as
PS2 .VAG file (.VAG). and save it inside the out_file. Depending on the amount of samples that exists in the out_file, the name of your new sample will be given the next number in the list. So, Wolverine has 28.vag samples in his default sound set. You'll be saving it as
29.vag .
Remember: If you forgot to change the sound's sample rate to
11025, you should be able to do that by going to
VAG options > set sample rate > enter 11025 in the box and hit enter. It will change the it and you can save it again.
And you're done on this part.
Step 4:Open up your out_file.json text with notepad++ (if you accidentally closed it) and scroll down to the bottom of the hash section make an empty space after the last entry. (I would move my cursor to the beginning of Line 149 and hit enter. If the box bracket "]" at the end moves forward, just go to
edit --> undo, and it would move the "]" back into position.)
(https://i.imgur.com/aOhxixD.png)
Step 5:Highlight the entry above the space you just made from lines 144 to 148, and copy it. Paste it into beginning of the empty space you just made. Back in entry 28, place a comma at the end of that entry's bracket.
Step 6:Rename the new sample_index to 29, and then go into ZSM editor and head to "Tools > Text To Hash". We're going to now set up a hash for wolverine's jump so it can be played. Since he has many hashes that directs to his jump, the new grunt noise we're adding will be played randomly. The hash set to play a sound randomly would be:
CHAR/WOLV_M/JUMP/***RANDOM***/3 because it would be the 4th random grunt in the that set. The image below will show you an example on how it decodes words into hashes.
(https://i.imgur.com/mGdZQde.png)
Once your hash has been decoded, copy the entire number set and head back to sample_index 29's entry and replace the hash
189597991 with
89576867(https://i.imgur.com/KtatyUe.png)
Alternatively, Nikita's ZSND script also accepts the exact hash coding inside the out_file. So you can simply place in CHAR/WOLV_M/JUMP/***RANDOM***/3 into the "hash": section of the entry, and when it compiles, it automatically decodes it to proper numbers. But if you do that, you'll have to make sure to include the quotation marks before and after so it should like look like this:
"hash": "CHAR/WOLV_M/JUMP/***RANDOM***/3".
Step 7:Go down to the Sample Section and do the exact same thing you did in step 4 by making an additional empty space after the throw.wav's entry. Again, if the end "]" moves forward when you make an empty space, just go "edit > undo" and it should revert its position. Don't forget to place a comma at the end of the throw.wav's bracket.
Step 8:Copy the entire 28.vag entry and paste it into the empty space. Rename the second "28.vag" into "29.vag". The reason we must to do this is because if we don't include another entry that directs to our new sample we placed in the folder, ZSND will not compile our new file into the .enm.
(https://i.imgur.com/yea7yQA.png)
Step 9:Save the out_file.json. Run "cmd" and wait for it to open. Remember the commands for compiling power sounds in section 2a? Copy
zsnd.py out_file.json wolv_m_NEW.enm and paste it into cmd and hit enter. We're naming it wolv_m_NEW.enm because when it ZSND compiles the files, it doesn't overwrite the clean one we're working with, but rather, creates a new .enm file.
Step 11:If you already have an extracted a PS2 iso where its directories are somewhere on your desktop, you can drop the wolv_m_NEW into
sounds > eng > w> o and place it in there. Back up the current wolv_m.enm because you don't to overwrite that and rename the wolv_m_new.enm into the CURRENT wolv_m.enm. If you haven't extracted your PS2 iso of XML II, there should be tutorials around here on how to do that.
Step 12:Once you've got everything set up and your new sound placed in, rebuild your ps2 ISO with your preferred program. Ex: like ImgBurn. When your new iso has been created, test it with your PS2 emulator.
Step 13:Go to a map that allows your character to jump. If the correct sound plays, then you've successfully modded in a sound using nikita's ZSND script! It will play quietly because we didn't amplify the volume of it in Audacity to play louder. But keep in mind to make sure your sample has an appropriate volume so it can be heard in game. Good luck with modding!