Just dropping by in one of my last few visits to see what is known of sound modding and such. If anyone here remembers, about 2 years ago I played a part in figuring out ambient music to play at set intervals in battles, otherwise known as how the devs did their music stuff.
History aside, my question is basically this: has sound been completely figured out and documented so that others can work with their own music tracks and such? I've lost all of my resources except a select few, but I can recover everything on a corrupted harddrive when I can find the time. I may not have a solid reference readily available, but I still have my memory and knowledge of modding.
I still know of Mav's tutorial on how to add ambient music, but if there are any questions that still need answering, I'd be more than willing to help.
Status of knowledge on sound?
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- phazon_elite
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- Maveritchell
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Re: Status of knowledge on sound?
It has always been figured out and documented. You didn't really "figure out" anything nor did anyone else (and saying you did seems just a bit pompous, in my opinion), as it's been documented by Vyse and others for a long time - few people use it, but there are lots of things few people use.
Fred did make a munge fix that speeds up the process for BF2 sound munging.
Fred did make a munge fix that speeds up the process for BF2 sound munging.
- phazon_elite
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Re: Status of knowledge on sound?
Whoa now, I didn't intend to be pompous at all. I truly thought I played a part in some form, but I guess ignorance is bliss. I'm glad to know sound munging has been improved, as it was a little time consuming before.Maveritchell wrote:It has always been figured out and documented. You didn't really "figure out" anything nor did anyone else (and saying you did seems just a bit pompous, in my opinion), as it's been documented by Vyse and others for a long time - few people use it, but there are lots of things few people use.
Fred did make a munge fix that speeds up the process for BF2 sound munging.
In that case, the mods can lock this failed topic, as it seems I don't really have anything else to contribute. Inactivity really does take a toll on memory.
- Maveritchell
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Re: Status of knowledge on sound?
What I posted sounds somewhat rude, and I apologize - all I mean to convey is that nothing is "discovered" in a void; you did some sound work that was good because it worked with an underused aspect of the game, but it wasn't any more than sound streaming regions with music rather than sound, just like Vyse had done in the past, whereas the tutorial you mention was for actual ambient music. All that is to say that none of this is done in large leaps and we only know what we know because we're building off others' work - no one needs to wave a flag saying "I'm an expert on X!" since none of us here are experts and/or professionals.
The best way to see what's been done with sound (it's still a critically-underused aspect of mods) is download some recent popular mods/maps and see what and how it's used. You can also search through the forums for help topics or read some of the new tutorials, but by and large sound work is the same scary monster of work (it is not really scary or a monster) that it's always been.
The biggest change is, as mentioned above, the fix fred added (which I suppose could have been done by anyone who knows batch files well); it's, as you said, much less time-consuming since if you set your maps up right (or better, if you change your default files so that your modmaps start with the correct setups) sound can be munged without all the manual copying-and-pasting.
The best way to see what's been done with sound (it's still a critically-underused aspect of mods) is download some recent popular mods/maps and see what and how it's used. You can also search through the forums for help topics or read some of the new tutorials, but by and large sound work is the same scary monster of work (it is not really scary or a monster) that it's always been.
The biggest change is, as mentioned above, the fix fred added (which I suppose could have been done by anyone who knows batch files well); it's, as you said, much less time-consuming since if you set your maps up right (or better, if you change your default files so that your modmaps start with the correct setups) sound can be munged without all the manual copying-and-pasting.
- phazon_elite
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Re: Status of knowledge on sound?
When you put it that way, you're definitely right. My bad for coming off as such, I could have worded it better or just not included it at all. For the record though, I also definitely recall working with ambient music, as seen from DannBoeing's maps.
Anyway, thanks for the little advice there, I haven't taken a look at SWBF2 mods in forever. I'll be making slow steps to re-introduce myself to SWBF2 modding and the community behind it.
Anyway, thanks for the little advice there, I haven't taken a look at SWBF2 mods in forever. I'll be making slow steps to re-introduce myself to SWBF2 modding and the community behind it.
- [RDH]Zerted
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Re: Status of knowledge on sound?
Strangely we're still here, even if the company isn't...phazon_elite wrote:...I'll be making slow steps to re-introduce myself to SWBF2 modding and the community behind it.
- wishihadaname
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Re: Status of knowledge on sound?
hey phazon_elite, you said you know alot about sound? did you ever happend to figure out VO? I've been struggling with that for well over a month now.
- Maveritchell
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Re: Status of knowledge on sound?
It's not any different than any other sound.wishihadaname wrote:hey phazon_elite, you said you know alot about sound? did you ever happend to figure out VO? I've been struggling with that for well over a month now.
