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Thread: Adding voices into the game and all that...

  1. #21
    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by Steph View Post
    you should get sound_bank_database and sound_events files, with no extension
    Done!
    It was that I don't use any user.script.txt. I needed to remove that extraneous bit from the bat script.
    Thank you, Steph.

    Though I haven't experimented enough to know if I can achieve my subsonic thud sounds, I have already been able to tweak up my cannon sounds to impressive standards, and also now have the tools to add new sounds, voices or otherwise, if should I choose to.

    Thanks again.

  2. #22

    Default Re: Adding voices into the game and all that...

    Steph,
    You seem rather knowledgeable of the Sound files, so could you lend me a hand as I am struggling.
    "How do I assign a weapon sound to a unit?"
    All I want to do is to assign the "repeating_rifle" sound to the British and French Marines in The Fall of the Samurai.
    If you, or anyone else knows how to do this could you please lend me a hand, I would be very grateful.

  3. #23
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    It's not for NTW, so I'm not sure how shogun does it.
    I suppose first you don't assign weapon sounds to a unit, but to the projectile.
    And you probably also need to use Symphony to unpack the sound_banks, edit the XML and/or csv files where the sound are defined, and pack it back with Symphony

  4. #24

    Default Re: Adding voices into the game and all that...

    Thanks,
    I have managed to get Symphony to work, however do you have any idea which XML and/or .csv file the projectile would be in (or what they would be in in Napoleon total war). There are the "sound_events.csv" and the "sound_bank_projectile_fire.xml" which both mention the weapon. But do you know which file will need to be edited to assign the sound to the projectile, using your knowledge from Napoleon Total War?


    Again thanks for you help,
    xoGIORGIOox

  5. #25
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    I've ot changed that for NTW, so I'm not sure, but I think it is in sound_bank_projectile_fire, where you assign the event to each type of projectile

    exemple:

    <sound_bank_event sound_event_name="unnamed_event_3449">
    <gun_type>musket_carbine</gun_type>
    <shot_type>bullet</shot_type>
    </sound_bank_event>

    and then in the sound_events.csv, locate the line unnamed_event_3449, go to the right of the table and you will find the path to the actual sound files.

  6. #26

    Default Re: Adding voices into the game and all that...

    Hmm,
    I appears that the sounds are rather muddled up in Fall of the Samurai. I tried it for Napoleon total war, and got what you had;

    <sound_bank_event sound_event_name="unnamed_event_3449">
    <gun_type>musket_carbine</gun_type>
    <shot_type>bullet</shot_type>
    </sound_bank_event>


    However in FoTS this happened, with 9877 being the repeating rifle sound from the "sound_events";

    <sound_bank_event sound_event_name="unnamed_event_9877">
    <maybe_gun_type>unknown13</maybe_gun_type>
    <maybe_gun_type>unknown14</maybe_gun_type>
    <maybe_gun_type>unknown15</maybe_gun_type>
    <maybe_gun_type>unknown12</maybe_gun_type>
    <maybe_gun_type>unknown11</maybe_gun_type>
    <maybe_shot_type>unknown13</maybe_shot_type>
    <unknown1>4</unknown1>
    <unknown1>6</unknown1>
    <unit>Cav_Spear_Great_Guard_MP</unit>
    <unit>Sh_Inf_Sword_Nodachi_Hero_MP</unit>
    <unit>Boshin_Inf_Line_Vermilion_Bird_Force_MP</unit>
    <unit>Gen_Otomo_Sorin</unit>
    <unit>Inf_Missile_Matchlock_Warrior_Monks_MP</unit>
    <unit>Inf_Sword_Katana_Samurai_MP</unit>
    </sound_bank_event>

    That can't be right, especially compared to the Napoleon entry.
    Do you know if there is a way to open a specific pack file with the Symphony Tool?

    Thanks for all your help.

  7. #27

    Default Re: Adding voices into the game and all that...

    Sorry,
    To clarify what I really mean is is there a way to open a specific .pack file with symphony?

  8. #28
    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    You might be barking up the wrong tree if all you are looking to do is swap a sound. Such things can usually be handled using PFM in the regular db files without much hassle.

  9. #29
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    Symphony doesn't open a specific pack, but it takes all the files in your data folder / userscript to generate the packed file.

  10. #30

    Default Re: Adding voices into the game and all that...

    Live2sculpt,
    Would you mind please explaining further, All I wish to do is make it so that when a unit shoots it plays a shooting specific sound, is there a way to do this in PFM?

    Sorry to be a pain,
    xoGIORGIOox

  11. #31
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    No, you need to do that with Symphony. Use PFM only to be sure your specific unit has a specific projectile.
    Then place the pack in the data folder. Edit the sound_bank_projectile_fire.xml to associate an event to this projectile. Then edit sound_events.csv to associate a sound file to this event.
    Then use Symphony to pack your sound bank files.
    And last, use PFM just to place the final result in a pack

  12. #32

    Default Re: Adding voices into the game and all that...

    Okay,
    I tried this on Napoleon, and got it to work, however for Shogun 2 the Sound_bank_projectile_fire.xml is rather different to that of Napoleon. Thanks for all your help, however I simply cannot understand the .xml in Shogun. Perhaps that this is related to the mismatched sound issue for Shogun 2 that causes Bows to sound like Cannon ect. and that when I use the Symphony it is extracting these odd tables.

    Thanks for all your help, but I fear this was a step to far for me,
    xoGIORGIOox

  13. #33
    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by xoGIORGIOox View Post
    Live2sculpt,
    Would you mind please explaining further, All I wish to do is make it so that when a unit shoots it plays a shooting specific sound, is there a way to do this in PFM?

    Sorry to be a pain,
    xoGIORGIOox
    My suggestion only applies if you intend to change the default sound of the weapon these units are using. In that case all one needs to do is extract the sound files, identify which ones you wish to change by listening to them, and make a new pack with the sound files names being switched.

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