Custom Ambient Sound Streams: Creation & Implementation

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
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:

Custom Ambient Sound Streams: Creation & Implementation

Post by Marth8880 »

Hey guys. Now that I'm on my break, I finally found time to record some video tutorials regarding sound, so I present a two-segment walkthrough that covers, in detail, how to create and implement a custom ambient sound stream in SWBF2.


These videos assume that you:
- already know the basics of modding.
- are able to munge sounds.

Part 1 covers and discusses:
- one of the best places to obtain free, quality sounds and what to look for when doing so.
- different methods of basic-to-advanced sound editing and mixing in Audacity
- good workflow management when editing and mixing sound.

Part 2 covers and discusses:
- various methods of implementing sound streams in a map.
- good workflow management when implementing sounds and working with sound properties.
- basic sound debugging.

________________________________________________


Part 1, Creation:




Part 2, Implementation:



________________________________________________


How to fix your sound munge batch files the correct way:
Hidden/Spoiler:
1. Download this archive: https://www.dropbox.com/s/3nu5zbbxapegf ... ix.7z?dl=1
2. Extract the archive.
3. Open the SoundMungeFix folder, and then open the data_ABC folder.
4. Copy the entire contents of data_ABC and paste them into your project's data_*** folder, merging any folders and overwriting any files if such prompts appear.
5. Open soundmunge.bat in a text editor such as Notepad.
6. Change all instances of ABC to your custom sound folder's name. e.g., if the folder you created in data_***\Sound\ (i.e., the folder that contains the sound .req file(s), .snd file(s), etc.) is called THEWULFMANLIKESCAKE, change all instances of ABC to THEWULFMANLIKESCAKE.
7. Save the file and close it.
8. Congrats, your sound munge batch files are fixed. If they still aren't, you're most likely doing something *else* wrong.

In order to munge your sound files, you must run munge.bat located inside data_***\_BUILD\Sound\. Don't even bother trying to munge sounds with VisualMunge, it probably won't work. Trust me, it's really not worth the pain.
Last edited by Marth8880 on Sun Dec 10, 2017 2:50 pm, edited 1 time in total.
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: Custom Ambient Sound Streams: Creation & Implementation

Post by jedimoose32 »

Instructions unclear; created an evil AI that calls itself THEWULFMAN and demands cake.

Seriously though, nice tutorials!
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Custom Ambient Sound Streams: Creation & Implementation

Post by THEWULFMAN »

jedimoose32 wrote:Instructions unclear; created an evil AI that calls itself THEWULFMAN and demands cake.

This is apparently a reproducible issue.
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: Custom Ambient Sound Streams: Creation & Implementation

Post by jedimoose32 »

He's back! How many times do I have to hammer it into your cruel, cruel logic circuits?? I don't. Have. Any. Cake!
Post Reply