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Thread: Having an Issue Modifying a Few SFX? (missing sound files)

  1. #1

    Icon5 Having an Issue Modifying a Few SFX? (missing sound files)

    Hi, I'm hoping someone will know how to fix this. I've extracted the SFX audio (SFX.dat/SFX.idx), but after I launch the game and rebuild the files, the newly-packed .dat/.idx are missing lots of files.

    Any idea what could be causing this?

    Before Extracting:
    SFX.dat: 11,586KB
    SFX.idx: 5KB

    After Rebuilding the Extracted Files:
    SFX.dat: 7,151KB
    SFX.idx: 2KB

    It's really frustrating. The game doesn't seem to re-pack the files properly, and the missing sounds in question revert to vanilla M2TW audio.

  2. #2

    Default Re: Having an Issue Modifying a Few SFX? (missing sound files)

    In case anyone is interested, I figured out a workaround to this issue and have changed the gun sound effects, as demonstrated in this raw video footage: https://www.youtube.com/watch?v=AUSCtp0WNaI (this is an unlisted video for reference purposes only; I recommend changing the resolution to 1440p)

    The workaround was to simply replace the vanilla M2TW gun sound effects, which are automatically used by 1648 after re-packing the SFX files as described in the first post, because those sounds are missing after re-packing, hence the mod reverts to using vanilla SFX.

    I'd still appreciate help to properly pack all of the new sounds into the mod's own SFX file though, so that this could be easily released/distributed as a submod for more people to enjoy.

  3. #3
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: Having an Issue Modifying a Few SFX? (missing sound files)

    The smaller idx file seems to indicate that the TXT files might have been changed (unless file name and path are identical). Have you tried unpacking and repacking ALL sound files? There could be file cross references, eg SFX refers to a custom file in another pack file (for some weird reason).

    And don't you have to regenerate 'events' in any case?

    Edit: Nope - and it's worse with the 'voice' files. The event files are smaller as well, I am suspecting that the IDX\DAT files do not tally with the TXT files.

    I just compared the descr_sounds_generic file to the default file and looked for the 'Musket_Fire_01' file which is custom in 1648. Same entry, only change was a that the volume was set from 0 to 20
    Last edited by Gigantus; August 04, 2018 at 12:20 AM.



  4. #4

    Default Re: Having an Issue Modifying a Few SFX? (missing sound files)

    Quote Originally Posted by Gigantus View Post
    Edit: Nope - and it's worse with the 'voice' files. The event files are smaller as well, I am suspecting that the IDX\DAT files do not tally with the TXT files.
    Please let me know if you have any ideas. I also tried repacking the files "manually" using xidx_x86.exe and a custom bat file:

    Spoiler Alert, click show to read: 
    Code:
    .\xidx_x86.exe -c -f SFX < filenames_in_SFX_idx.txt
    pause


    which generates the following list for "manual" repacking:

    Spoiler Alert, click show to read: 
    Code:
    data/sounds/SFX/Group/Music/Trommel_1.wav
    
    data/sounds/SFX/Group/Music/Trommel_2.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_ammo_01.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_ammo_02.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_ammo_03.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_cock.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_01.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_02.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_03.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_04.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_05.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_Fire_06.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_fly.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_pour_gunpowder.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_rod_long_01.wav
    
    
    data/sounds/SFX/Individual/Muskets/Musket_rod_long_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/basilisk/Basilisk_Fire_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/basilisk/Basilisk_Fire_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/basilisk/Basilisk_Fire_03.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/cannon_fly_08.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/cannon_fly_flaming_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/Cannon_hit_fiery_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/Cannon_hit_fiery_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/Cannon_hit_ground_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/Cannon_hit_ground_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/cannon_large_distant_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/cannon_small_distant_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/explosive_hit_ground.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/explosive_in_air.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_large_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_large_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_large_03.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_large_04.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_large_05.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_medium_01.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_medium_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/impact_distant_medium_03.wav
    
    
    data/sounds/SFX/individual/siege_engines/incoming_short_01.wav
    
    
    data/sounds/SFX/individual/siege_engines/incoming_short_02.wav
    
    
    data/sounds/SFX/Individual/Siege_Engines/serpentine/Serpentine_Fire_01.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_01.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_02.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_03.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_04.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_05.wav
    
    
    data/sounds/SFX/Individual/Tower_cannons/Tower_Crossbow_fire_06.wav
    
    
    data/sounds/SFX/Individual/War_Horns/NE_warhorn_charge.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/English_General_Unit_Attack_Fast_1.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/English_General_Unit_Attack_Fast_2.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/French_General_Unit_Attack_Fast_1.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/French_General_Unit_Attack_Fast_2.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/German_General_Unit_Attack_Fast_1.wav
    
    
    data/sounds/SFX/Voice/Human/Localized/Battle_Map/German_General_Unit_Attack_Fast_2.wav


    Upon re-packing the sound effects manually using this method, the SFX.dat file size is indeed about the same as the original (11,840 kb vs 11,586 kb, a small increase due to the new higher quality musket sounds) — but the game crashes upon loading. D'oh! So you can imagine how frustrated I was. I thought I had found the solution...



    If we can get it to work properly, then I'll release the SFX like in the video as an optional submod.

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