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Editing sounds [Solved]
Posted: Mon Jan 20, 2014 2:28 pm
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.
Re: Editing sounds
Posted: Mon Jan 20, 2014 4:06 pm
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.
Re: Editing sounds
Posted: Mon Jan 20, 2014 4:15 pm
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.
(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:
what did I do wrong?
Re: Editing sounds [Solved]
Posted: Tue Jan 21, 2014 3:35 pm
by Ginev
Check for sound tutorials.I think there is one here around.
Re: Editing sounds [Solved]
Posted: Tue Jan 21, 2014 3:41 pm
by JimmyAngler
Yeah I know that, none of them are really clear and most are for BF1.
Re: Editing sounds [Solved]
Posted: Tue Jan 21, 2014 3:59 pm
by Marth8880
Both games' sound engines work exactly the same.