Replacing sounds? #115
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Edit for anyone reading this in the future: Glad there's a discussion section here now, I was hoping for this for a while but didn't know where to put it, as some topics don't really fit under issues. Guess I'll be the first to open a thread here 🙂 Anyway, since the recent discussion about the japanese version I've been thinking about replacing some of the ingame sounds. Specifically, using the newer variants like german/japanese version of Electron Mace, out of energy, possibly mail/mech, because they are newer and can be considered a more definitive version, and for nostalgia's sake. But I have no idea how to do it. As I understand it, all sounds are in SOUND.DAT, some proprietary container format from EA. Of course it wouldn't be as easy as just using another version's SOUND.DAT, as the german version has german audio, and the japanese version misses the billboard ads. So I guess you'd have to unpack, replace and re-pack the entire thing. Is it possible to do this, and if so, can someone provide step by step instructions on how to do it? I'm using the english version as a base. |
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Replies: 6 comments 23 replies
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Currently, we don't have any tools ready for easy gfx and sfx modifications. But we are moving towards that. Here's the important part I wrote about it in
Rules for adding sounds to swars-sfx repo:
In general, what we need:
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At the moment I propose the following for structure, but it might be a bit over the top. Let me know what you think and if it should have fewer categories: AdvertsEng - The billboard adverts. There would be one of these for each language The only thing we really MUST segregate are the different language files, they have the same filename so can't coexist. Each category with "Eng" above would of course have a corresponding "Fre", "Ger" etc folder. They were actually very good at renaming new versions of files, I don't think there are file conflicts between new and old versions of sounds, they are uniquely named. I can then just stick a relevent filelist.txt in the root, so you would have like FilelistEng.txt, FilelistGer.txt with each version's sounds set up as the original file. Then we can make new versions with e.g. all the new sounds added to the original english game etc. |
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Yes. There are some small differences though, I roughly copied the KFX format, but the .txt files there have a header at the start of the file. Currently you MUST add a dummy line at the top of the file as the tool expects it and the resulting .dat will be one off and you'll get weird sounds playing for the wrong thing. Also the way the game works is it doesn't care about the names of the files, it works by which "slot" each sound is in. It will always only use slot X for say the minigun fire sound, so you can stick anything in that slot and it will play when you fire a minigun. That's how they could quickly change between sound versions, you just replace what is in the slot (Theme Hospital also works like this, they made a big mess of many of the announcement sounds there by putting them in the wrong slots). So if something's missing from your version that is in another version, just compare the two text files in a spreadsheet and it's obvious what needs to go where (like the mech sound has a specific slot it needs to go in that is normally empty). The text file is used to order the files so is the crucial part of the process. You can also do stuff like add in the missing police speech from the beta demo (LEVEL008 and LEVEL009.wav) now. At the moment the file format is not technically 100% correct for Syndicate Wars, but it doesn't seem to actually matter, so it's kind of an open question if it's worth reinventing the wheel to "fix" this or not - probably not. If we do decide to just keep it as-is then I need to redo the text files in proper utf-8 format and with a header at the start so they work properly with the existing DK tool. |
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When making the Lower fidelity sounds unused - then we can leave this bank empty. But an entry for it should still exist. I don't really see a situation where we would use the low spec sounds, but we are keeping low res mode alive... I don't know. For now, we can leave that as empty - I'm pretty sure OpenAL will never report it only supports low spec sounds. It could be a command line switch, but who would deliberately use a switch for worse sound? |
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Some other musings on the sound banks: |
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Congratulations on your promotion, executive @Moburma - you're now an admin of You can now move your What next:
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Currently, we don't have any tools ready for easy gfx and sfx modifications. But we are moving towards that.
Here's the important part I wrote about it in
swars-re-helpers
discussion: