<!--quoteo(post=1857322:date=Jun 30 2011, 07:58 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jun 30 2011, 07:58 AM) <a href="index.php?act=findpost&pid=1857322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can that be easily ported to NS2?<!--QuoteEnd--></div><!--QuoteEEnd-->
I started a topic <a href="http://www.nsmod.org/forums/index.php?showtopic=22158" target="_blank">Here @ nsmod</a> on how to use the FMOD Designer along with some basic links to tutorial videos.
I can build my sound files just fine and generate all the associated files for the builder but i am still having issues with the builder so i haven't been able to put my sounds in my level yet.
<!--quoteo(post=1857885:date=Jul 4 2011, 04:59 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Jul 4 2011, 04:59 AM) <a href="index.php?act=findpost&pid=1857885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It feels to me they went with the least modder-friendly method for sound files. Simple OGG support would have been appreciated.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree standard .ogg or even .wav for the not so quality important sounds would have been great. The sound bank files seem to be a game developer favorite as you can have several like sounds play randomly off of a single trigger, I suppose this could be done in code but to build the entire library into a .fev saves space and memory. For performance I say FMOD Designer, for ease simple formats to set on triggers would be great to run along with the .fev. I don't see a reason this couldn't be done eventually by someone willing to mod it in.....unless the developers have input on what the overall sound file system on completion will consist of.
<!--quoteo(post=1857429:date=Jul 1 2011, 12:59 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jul 1 2011, 12:59 AM) <a href="index.php?act=findpost&pid=1857429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can build my sound files just fine and generate all the associated files for the builder but i am still having issues with the builder so i haven't been able to put my sounds in my level yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeh the builder dosnt like the fmod files.. u have to do it manually (described below)
if u want to put custom sounds into ur level u would follow the steps below and then use the level editor to add in ur new sounds.
if u want to make a sound mod u need fmod designer, im using version 4.31.03,, open the ns2.fdp from the sound folder and in the fmod gui u can replace any sound or tweek things etc. u wont be able to hear any of the current sounds playing in designer because u guys done have the source audio files that the project is refrencing but u dont need those if u want to make a mod. make sure ur new sounds are in a separate bank from the current sounds in there, and build, then just paste the files that fmod generates into
To clearify, after i build in FMOD I have the following:
Just alter whats there and place them in the same directory under a different name. So instead of ns2.fev it would be called mycustomsounds.fev and place that and the custom .fsb files in the sounds folder?
One question, How can you alter the original without the original FDP File?
I can't find that file for the life of me, Is it possible it is not in the public build at this time?
I am assuming this is not in the public build as it's the Project file sooo, Maybe you guys could toss in a .fev with 10 or so empty sound files and so we can use that. Maybe make it simple like sound_001.fsb,sound_002.fsb and give us that project file (fdp) to tinker in?
Drop in a sub folder under sounds as "mod template" with the empty customsounds.fsb ,customsounds.fev , and customsounds.fdp? Then the mapper can set a sub folder in the sounds directory to put it in so there wouldn't be any file mismatches. Would really help allot so we can get our custom sounds in our levels.
Building or rebuilding aint gonna happen without the source files. :(.....to many errors Modifying or adding banks is going to corrupt your vanilla files resulting is mismatch data and/or changing all game sounds to the ones you put in.
I though i could just set my build directory to "natural selection 2/ns2/sound/clandestine" and it would be easy as pie. I get so many errors without the source files so I cleaned them out all the way to the core and modified 1 file to test. The build worked and i got my new ns2.fev with no errors but it failed to produce the sound banks in the output directory so I'm going to start over from the beginning and try again.
If i add a bank to the original ns2 project and ignore the source file errors. I will get an original file foobar (file mismatch) or is done in my own sub directory would require all .fsb files to be copied over (nearly 1GB) and if not there will be missing sounds. Way to expensive to pop some ready room music in.
Are there any thoughts on making custom sounds easier and cost (size) effective to import into the editor/engine or is this the final system?
Bottom line is: To do it this way results in a "Mod" just to add a few custom sound to your level. So every custom level you download with custom sounds will be a mod and make the map content download much larger than it has to be.
Or i could be way off base here and need to forget the steps i used for other game modifications that use sound banks and relearn the way fmod designer works.
<!--quoteo(post=1865037:date=Jul 31 2011, 05:42 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jul 31 2011, 05:42 AM) <a href="index.php?act=findpost&pid=1865037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Okay, so a few issues.
Building or rebuilding aint gonna happen without the source files. :(.....to many errors Modifying or adding banks is going to corrupt your vanilla files resulting is mismatch data and/or changing all game sounds to the ones you put in.
I though i could just set my build directory to "natural selection 2/ns2/sound/clandestine" and it would be easy as pie. I get so many errors without the source files so I cleaned them out all the way to the core and modified 1 file to test. The build worked and i got my new ns2.fev with no errors but it failed to produce the sound banks in the output directory so I'm going to start over from the beginning and try again.
If i add a bank to the original ns2 project and ignore the source file errors. I will get an original file foobar (file mismatch) or is done in my own sub directory would require all .fsb files to be copied over (nearly 1GB) and if not there will be missing sounds. Way to expensive to pop some ready room music in.
Are there any thoughts on making custom sounds easier and cost (size) effective to import into the editor/engine or is this the final system?
Bottom line is: To do it this way results in a "Mod" just to add a few custom sound to your level. So every custom level you download with custom sounds will be a mod and make the map content download much larger than it has to be.
Or i could be way off base here and need to forget the steps i used for other game modifications that use sound banks and relearn the way fmod designer works.
Although I like the fact of randomized sounds from sound banks I have to agree. For simple Mapper/Modder sound additions .OGG support would be the cats meow in terms of easily modifiable.
I suppose it could be simple .mp3 as the bit-rates and samples are so close you would hardly notice, a range of 1-2~kbps between the two formats with a sample rate of 256 kbps.
Comments
I started a topic <a href="http://www.nsmod.org/forums/index.php?showtopic=22158" target="_blank">Here @ nsmod</a> on how to use the FMOD Designer along with some basic links to tutorial videos.
I can build my sound files just fine and generate all the associated files for the builder but i am still having issues with the builder so i haven't been able to put my sounds in my level yet.
I agree standard .ogg or even .wav for the not so quality important sounds would have been great. The sound bank files seem to be a game developer favorite as you can have several like sounds play randomly off of a single trigger, I suppose this could be done in code but to build the entire library into a .fev saves space and memory. For performance I say FMOD Designer, for ease simple formats to set on triggers would be great to run along with the .fev. I don't see a reason this couldn't be done eventually by someone willing to mod it in.....unless the developers have input on what the overall sound file system on completion will consist of.
yeh the builder dosnt like the fmod files.. u have to do it manually (described below)
if u want to put custom sounds into ur level u would follow the steps below and then use the level editor to add in ur new sounds.
if u want to make a sound mod u need fmod designer, im using version 4.31.03,, open the ns2.fdp from the sound folder and in the fmod gui u can replace any sound or tweek things etc. u wont be able to hear any of the current sounds playing in designer because u guys done have the source audio files that the project is refrencing but u dont need those if u want to make a mod.
make sure ur new sounds are in a separate bank from the current sounds in there, and build, then just paste the files that fmod generates into
natural selection 2/ns2/sound
and play the game to hear ur sounds
Just alter whats there and place them in the same directory under a different name. So instead of ns2.fev it would be called mycustomsounds.fev and place that and the custom .fsb files in the sounds folder?
One question, How can you alter the original without the original FDP File?
I can't find that file for the life of me, Is it possible it is not in the public build at this time?
ns2.fdp?
I am assuming this is not in the public build as it's the Project file sooo, Maybe you guys could toss in a .fev with 10 or so empty sound files and so we can use that. Maybe make it simple like sound_001.fsb,sound_002.fsb and give us that project file (fdp) to tinker in?
Drop in a sub folder under sounds as "mod template" with the empty customsounds.fsb ,customsounds.fev , and customsounds.fdp? Then the mapper can set a sub folder in the sounds directory to put it in so there wouldn't be any file mismatches. Would really help allot so we can get our custom sounds in our levels.
Edit: Tried to clarify idea.
Building or rebuilding aint gonna happen without the source files. :(.....to many errors
Modifying or adding banks is going to corrupt your vanilla files resulting is mismatch data and/or changing all game sounds to the ones you put in.
I though i could just set my build directory to "natural selection 2/ns2/sound/clandestine" and it would be easy as pie. I get so many errors without the source files so I cleaned them out all the way to the core and modified 1 file to test. The build worked and i got my new ns2.fev with no errors but it failed to produce the sound banks in the output directory so I'm going to start over from the beginning and try again.
If i add a bank to the original ns2 project and ignore the source file errors.
I will get an original file foobar (file mismatch) or is done in my own sub directory would require all .fsb files to be copied over (nearly 1GB) and if not there will be missing sounds. Way to expensive to pop some ready room music in.
Are there any thoughts on making custom sounds easier and cost (size) effective to import into the editor/engine or is this the final system?
Bottom line is:
To do it this way results in a "Mod" just to add a few custom sound to your level. So every custom level you download with custom sounds will be a mod and make the map content download much larger than it has to be.
Or i could be way off base here and need to forget the steps i used for other game modifications that use sound banks and relearn the way fmod designer works.
Arggghh. lol
Building or rebuilding aint gonna happen without the source files. :(.....to many errors
Modifying or adding banks is going to corrupt your vanilla files resulting is mismatch data and/or changing all game sounds to the ones you put in.
I though i could just set my build directory to "natural selection 2/ns2/sound/clandestine" and it would be easy as pie. I get so many errors without the source files so I cleaned them out all the way to the core and modified 1 file to test. The build worked and i got my new ns2.fev with no errors but it failed to produce the sound banks in the output directory so I'm going to start over from the beginning and try again.
If i add a bank to the original ns2 project and ignore the source file errors.
I will get an original file foobar (file mismatch) or is done in my own sub directory would require all .fsb files to be copied over (nearly 1GB) and if not there will be missing sounds. Way to expensive to pop some ready room music in.
Are there any thoughts on making custom sounds easier and cost (size) effective to import into the editor/engine or is this the final system?
Bottom line is:
To do it this way results in a "Mod" just to add a few custom sound to your level. So every custom level you download with custom sounds will be a mod and make the map content download much larger than it has to be.
Or i could be way off base here and need to forget the steps i used for other game modifications that use sound banks and relearn the way fmod designer works.
Arggghh. lol<!--QuoteEnd--></div><!--QuoteEEnd-->
OGG plz. :D
Although I like the fact of randomized sounds from sound banks I have to agree. For simple Mapper/Modder sound additions .OGG support would be the cats meow in terms of easily modifiable.
I suppose it could be simple .mp3 as the bit-rates and samples are so close you would hardly notice, a range of 1-2~kbps between the two formats with a sample rate of 256 kbps.