Changing sounds
<div class="IPBDescription">-rifles!</div>hello i have been scouring all over the internet and ns2 forums for how to change the sound files..... but no LUCK!
i want to change assault rifle's shooting sounds(its god damn boring), is there a way to change those? a mod or something, or a way for me to customize it
thank you for reading and for help!!
i want to change assault rifle's shooting sounds(its god damn boring), is there a way to change those? a mod or something, or a way for me to customize it
thank you for reading and for help!!
Comments
i have managed to extract sound files, found rifle sounds, replaced them with my wav files compiled them again with fmod designer but can't build them, it always sends an error message
a basic guide would be much appreciated!
all i want is to change the current rifle sound files with my collection of wav files.
help plox :(
<b>a) The easy(er) method. Will not pass consistency checks unless allowed by server</b>
1) make an fmod project
2) add your rifle sounds and create relevant sound events. Make sure it is set to looping (it will be blue)
3) project -> build
4) Create a folder for your mod and create a new mod to it from launchpad.exe
5) Copy paste ns2/lua/weapons/marine/rifle.lua into your mod folder with the same directory pathing e.g. mymod/lua/weapons/marine/rifle.lua
6) Open rifle.lua and change the entries from line 31 to 37 to link to your fmod event. e.g. sound/myriflesounds.fev/marine/riflesoundx instead of sound/ns2.fev/...
7) Create a folder called sound in your mod folder and move the .fev and .fsb files created from step 3 into it.
8) Open notepad and put the following inside. Then save as myriflesounds.soundinfo and put it in your sound folder as well.
sound/myriflesounds.fev/marine/riflesoundx
-1
9) Publish through workshop or run it however you want.
<b>b) The less easyer and more headachey method. Will pass consistency checks</b>
1) Extract the sounds from the .fsb files in ns2/sound using fsb extractor of some kind.
2) Copy pasta ns2.fdp to wherever you are working. This is in naturalselection2/assets/soundsrc
3) Manually link each of the 9000 sounds you extracted in step 1 to the relevant event in the ns2.fdp project file.
4) Replace the rifle firing event in ns2.fdp to point to your own sounds. Project -> Build
5) Copy pasta original ns2 sound folder to create a backup, and then replace the ns2.fev and relevant .fsb files with your modified version.
6) Ninja mod done.
*If b is what you have been doing, then i'm not sure. What errors are you getting? Also, you wouldn't happen to be using like a recentish version of fmod designer are you?
However, kespec, make sure you use Fmod version 4.38.00 (that's the one Simon, the Ns2 sound designer, uses). Other versions may cause errors in the Spark engine.
Some sounds, not all, require a defined sound length for some reason. e.g. beacon, scan, voiceovers, nanoshield, and mostly all the looping sounds. The sound will cut out and sometimes spam heaps of cascading errors if you don't.
Soundinfo gives spark the length of the sound played in milliseconds - a looping sound is -1 for infinity.