Editing sounds [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Editing sounds [Solved]

Post by JimmyAngler »

I have followed a tut and got to this line:
8. Now, go to BF2_ModTools\data_MODID\Sound\worlds\MODID\effects and put your .wav file(s) in it. The file(s) has/have to be in 352 kbps, 16 bit, mono, 22 kHz PCM mode.
What must be done to the .wav (edit) file in order for it to be exactly that.
Last edited by JimmyAngler on Mon Jan 20, 2014 9:12 pm, edited 3 times in total.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Editing sounds

Post by Marth8880 »

Import your .wav file into Audacity and set the Project Rate (down in the bottom-right corner) to 22050 Hz - the rest is done in in the background during export.. Do know that sound effects don't have to be 22050 Hz, but there's usually no point in going much over 44100 Hz.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Editing sounds

Post by JimmyAngler »

I did that and right click on my sound.wav file and selected properties. I clicked the details tab and scrolled down to the audio bit. it is at 705. isn't it supposed to be 325?

Edit: Fixed it. nowhere was this on GT. I had to export as an uncompressed other file and under options clicked unsigned 8-bit PCM.

:google: (yay, get to use this one)

Edit2: could anyone tell me where to find a file with the extension .snd? I tried making one by using my notepad editor but it jst saves it like MyFile.snd.txt.

Edit3: nvermind, I found out is was AU

Edit4: I get this when I munge:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx

what did I do wrong?
User avatar
Ginev
Command Sergeant Major
Command Sergeant Major
Posts: 260
Joined: Thu Apr 02, 2009 7:02 am
Projects :: Remaking FR Battlefront 3 Tatooine map.
Games I'm Playing :: nothing for now
xbox live or psn: No gamertag set
Location: Bulgaria

Re: Editing sounds [Solved]

Post by Ginev »

Check for sound tutorials.I think there is one here around.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Editing sounds [Solved]

Post by JimmyAngler »

Yeah I know that, none of them are really clear and most are for BF1.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Editing sounds [Solved]

Post by Marth8880 »

Both games' sound engines work exactly the same.
Post Reply