Changing sounds

kespeckespec Join Date: 2012-11-18 Member: 172279Members
<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!!

Comments

  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    edited January 2013
    found some results about fbsextractor and fmod designer but its immensely time consuming and i am totally alien to modding sound files. constantly facing errors that i dont know how to dealt with.

    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 :(
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited January 2013
    Two methods
    <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?
  • DerAkademikerDerAkademiker Join Date: 2012-12-19 Member: 175540Members
    So that's 36000 mouse clicks for method b. I don't quite get why Fmod can't just read the soundbanks and open them with the .fsb, since the .fev knows where they are...

    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.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    BTW elodea, what is the soundinfo file used for? My sounds play without a soundinfo file...what do the values tell Spark?
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2055362:date=Jan 4 2013, 03:05 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jan 4 2013, 03:05 AM) <a href="index.php?act=findpost&pid=2055362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW elodea, what is the soundinfo file used for? My sounds play without a soundinfo file...what do the values tell Spark?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • Lim3sLim3s Join Date: 2012-09-25 Member: 160712Members
    Would be useful to have a zipped version of the original directory used by NS2.fdp with all the sounds included so we could build our own .fsb mods without the headache of building the whole thing ourselves. I've done it for streamed.fsb hoping I would be able to rebuild <i>only</i> that .fsb without requiring all the files from the other soundbanks, but FMOD Designer doesn't let me.
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    thank you guys, really i appreciate it i am working on it now. i will change the rifle sounds whatever the costs,
  • DerAkademikerDerAkademiker Join Date: 2012-12-19 Member: 175540Members
    edited January 2013
    If you want to do it right, i recommend to try method a first. As you may have seen in the .lua file, they split the sounds into 3 parts: 'start', 'loop' and 'end' (PLUS 1 loop for every weapon upgrade each). You will have to adjust your sounds to fit those, it's not just a simple loop. You can hear those when you open /sound/NS2.fev with Fmod and find the sounds that are mentioned in the .lua file, you will know what is needed then. Use method a because you will have to test it in-game and it's easier just change one sound first. The Fmod implementation is extremely powerful, but not exactly easy to perfectionize.
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