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Manual add sounds

30 posts in this topic

Posted

Hi all !!!

I would insert a new sound in one of my maps (sound of rain), but I can not find the profile :hmm:

I have read some post and I see that are adding sounds to the weapons ... would it be possible for someone who can, do a little manual to learn how to introduce a new sound on a map?

Thank you very much :thumbsup:

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Posted

Here`s 1 I made earlier... :shifty:

Place levels and sound folder into local/english folder, feel free to jump into game quick and check it out.

e_rain_street1

What to do next:

Simply rename your rain sound to e_rain_street1.wav and place into the sound/environment/e_rain_street1 folder and yes to overwrite.

Done!

:D

Download!

If you need to use your own name, then place your sound into the same folder and delete the other.

Rename both the xml files to match. Open both XML`s and paste your name over the old names.

Go to settings.xml in the sound folder and the first entry in the wavebank list plus the first entry in the soundbank list will also need the name pasting over too.

Also if you only want to hear your sound in a certain location, check the world.xml file. At the bottom it will list the sound I added in the editor, to only hear it in that location you need to remove this: positioning="2d" from the _sound xml. Right now it does not matter where the location is because we have it set to 2d, play anywere.

Main problem I see is editing the original settings.xml. You need to do this to make it work, but will it work as a custom_level without giving the altered files eject? Not sure.

Good luck

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Posted

Hi Tinker :thumbsup:

I copied the folders Sound and Levels within DATA \ LOCAL \ English (I had to create this folder, not existed. Mine is Spanish).

Once I have those folders inside ....¿ supposedly appear as a sound editor to add in? or how can I prove it?

In the editor, if I put that name in the sounds are not heard anything.

On the other hand, what I want is add to my map an ambient sound of rain, so the sound would have to be integrated into the map, so players did not have to be copied folders. It drops the file .bundle, as always, and play.

Is this possible? :hmm:

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Posted

Just add the sound folder to your mod. Then in the editor create a location on your map anywhere you like named: e_rain_street1

That will now give you rain sound all over your map.

Let me know how you go, can impliment it for you if needed.

Have tried it several of my own missions here, works great, just need to see the rain now too?

*Edit*

Sry, is not a location...

In the editor, go to sounds and right click anywhere to add 1.

type: e_rain_street1 into the "cue" not the name. The name is only used if you are to call it in the mission script.

:thumbsup:

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Posted

Tinker!!!!

I followed the steps, and placed the files where indicated .... but when I open the editor, and select the Sounds menu ..... I do not see the options CUE and Name!

It is as if they had shrunk ..... I tried everything, but I can not return to look good ..... :wacko::wacko:

editorgraw2sounds.th.jpg

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Posted

My God ...... not remember that at this point! :wall::wall:

You should punish me Tinker....

I will try again ... your directions step by step ... slowly .... :thumbsup:

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Posted

Galor' date='Apr 10 2009, 05:23 PM' post='537948']

On the other hand, what I want is add to my map an ambient sound of rain, so the sound would have to be integrated into the map, so players did not have to be copied folders. It drops the file .bundle, as always, and play.

Is this possible? :hmm:

Just add the sound folder to your mod. Then in the editor create a location on your map anywhere you like named: e_rain_street1

Nice Tinker :thumbsup:

I have a Phone box, that I have ringing, but It's looping. Can I make it ring once??

The other thing is, if I bundle the map with the sound folder, it crashes. ( can"t fine sound)

Can you explain more about what you mean by "Just add the sound folder to your mod."

Thanks Rad.. ;)

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Posted

To use the example provided, you need to open your map in the editor and add a sound effect, then add e_rain_street1 into the cue box. Nothing more.

For a phone box to play once, you would need to have the sound effect placed around the phone box in the editor, then script the sound cue in the mission script by proximity or so, using the name you entered in the editor, not the cue. Make sure to remove positioning="2d" as this will make players anywhere on the map hear it.

To leave it playing at a random period, remove the loop, or set it to false, then you just add this code inside the soundbank tags in the sound.xml of the sound you are using:

<sequence>

<wait min="5" max="30"/>

</sequence>

This will now play anywhere between 5 and 30 seconds continueous...

:thumbsup:

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Posted

Thanks Tinker,

But what I meant is when I bundle the file do I bundle LOCAL \ English with the map bundle.

(1)

MYMAP.bundle

LOCAL \ English \sound \ environment\Etc..

So my bundle has (data\levels\custom_levels\MYMAP) inside it. And a second folder that you have to add to your LOCAL \ English folder.

or can I bundle the 2 together.

(2)

MYMAP.bundle

So my bundle has inside it

(data\levels\custom_levels\MYMAP. and

LOCAL \ English \sound \ environment\Etc..)

inside it

the problem I see with (1) is, if I add more maps. I have to edit the settings.xml and environment every time I add a new map.

thats OK with me but not with the average graw2 player ( it will confuse them)

can I or is there a line I can add to the LOCAL \ English folder, so it will look for the sound in my data file.

(data\levels\sound ) inside my bundle file. So all the new maps made, there is one file and no editing just drag and drop.

the map is ready for a first beta test, I am sending it to Dav for a quick run through (to see if all is OK with the game play), then I ll send it to you so can see what I mean.

Dav, you thought it was good before. This will blow your mind :o Dav and Tinker

Rad..

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Posted

Sweet. Few thinks I like better than being ...ummm...blown :0

Also, re the sounds, my understanding is that they do infact need to go into the English folder...so option 1).

I think you'll need to have it as a separate file that people load into their local/English...or in my case, local/dav folder.

The major issue here is that the anti-cheat will detect this and only allow people to play games with others who also have this file in their local\English folder...That could cause issues...but I guess none more than the weapons mods like Brettzies etc.

Perhaps best that we try it and see.

Look forward to playing it through.

Dav

PS. Ha dissues with crashing last night so had to close Skype and other apps to minimise impact to games night. Should be on again tonight though...but REALLY need to spend time on my Castle mission.

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Posted

We would really need an answer from a Grin member for this. I have only breifly gone over this stuff and not tested anything with others.

In my opinion, I don`t see how creating your own sounds.xml can effect the anti-cheat, as long as you do not edit anything from the original game. We all have a mission.xml, world.xml, etc... in each of our levels with no issue, so I would of thought we could have our own sounds.xml too. But this may be wrong, leaving you will the option of creating a mod instead of a custom level, or using option 1 as Davros has suggested.

the problem I see with (1) is, if I add more maps. I have to edit the settings.xml and environment every time I add a new map.

thats OK with me but not with the average graw2 player ( it will confuse them)

can I or is there a line I can add to the LOCAL \ English folder, so it will look for the sound in my data file.

(data\levels\sound ) inside my bundle file. So all the new maps made, there is one file and no editing just drag and drop.

Yeah that is what I had come to mind, but have no idea. Yet again, a shame we cannot run more than 1 mod at a time. :(

Maybe we get a answer from someone who knows.

I figured most of this out using THIS topic, worth a read or 2.

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Posted

Hi all!!!

Again I have free time, so I return to this issue..... :wacko:

Has anyone managed to insert into a map (not cooperate map), a custom sound?

Could you Rad?

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Posted

I tried lol but it didn't work.

I added the sound, maked the bank file, and i can read it with the bank manager.

But when i call it in game, nothing appends.

I founded a xml file in the quick.bundle called settings.xml in /data/sounds.

In this file, it seems to be that sounds are called here :

<wavebanks>

<wavebank path="data\sound\voices\die\die_wave.xml"/>

[....]

<soundbank path="data\sound\weapons\scar762\scar762_sound_3rd.xml" _editor_bg_color="150 255 150"/>

</soundbanks>

So i tryed to add my sound here and put the file in /data/sounds/

But it didn't worked.

Maybe it will work with your sound i don't know...

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Posted

I got to ring the rain on the editor.

What is not is now the most common way to get the map .Bundle

I have always created a bundle with this structure: DATA \ Levels \ Custom_levels \ Nombre_del_mapa

But now would be: LOCAL \ ENGLISH \ LEVEL \ CUSTOM_LEVELS \ Nombre_del_mapa

And of course ... does not work.

Any idea? :hmm::hmm:

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Posted

Impossible. Always I receive this error when open the map (Lan server):

Crash in application version: 30899.3048

data\lib\utils\worldunits.dsf(-1): Missing sound "e_rain_street1"

SCRIPT STACK:

data\lib\utils\worldunits.dsf(0)

data\lib\utils\worldunits.dsf(0)

data\lib\setups\setup.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: threaded

Physics : threaded

I tried to generate the .bundle with these structures folder:

Data\Levels\Custom_levels\Trincheras_v2

Local\English\Sound\Environment\e_rain_street1\

Result: Crash

-------------------------------------------------------------------

Data\Levels\Custom_levels\Trincheras_v2

Data\Local\English\Sound\Environment\e_rain_street1\

Result: Crash

...............aaaaaaggggggghhhhhhh!!!!!!!!!!!!! :wall::wall::wall:

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Posted

When bundling the sound folder must be in the default location.

MY_Mod

............data

....................gui

.................. Levels/custom_levels/my_level

...................Sound

...................Textures

.................... units

<_<

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Posted

These are my folders:

trincherasv2.jpg

EDIT:

MY_Mod

............data

....................gui (where is this folder?? I have never used.... :hmm: )

.................. Levels/custom_levels/my_level

...................Sound

...................Textures

.................... units

Thanks for your patience..... :unsure:

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Posted

gui folder is my own personnel graphics for the user interface. They override originals whenever I test things...

You have a settings.xml in the sound folder? Must have this file. I think would make it a mod and not a custom level? Would have to try it out and see.

*Edit*

Mine does not work as a custom level. Also see HERE post 128. Guess Brettz has tried it as a mod also.

Not too sure what you are supposed to do I am afraid, supplying the sound folder as extra to go into the local folder is not really a very good option.

:huh:

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Posted (edited)

Hi Galor, Tinker and all the other boys and girls . I sent Brettz a PM about a sound mod.

As you know I've been working on a new map, with some new things added.

One of them is sounds, what I have done is a one off mod, that you add to graw, it looks at the folder in your bundle (data/sound) so every time you, me or someone else makes a new map, new guns or something. they add their mod sounds in to the bundle folder they made.

data/sound/mod_sound

Dav and I found there was a conflict with his sounds, but not in my sounds, when we tested the map. I think it might have a conflict with your sounds.

I haven't downloaded your mods, so I don't know if it's in there.

I don't know alot about your modding. Have you added any files or folders in to Local/English / ?? under the graw folder. If you have can you send them to me or show me where I can find them.

Maybe I or we can make a one off mod, so if you make a new weapon pack, we don't have to open up graw and add the files in then close it , the modding is outside the main bundle. Maybe you could have a custom guns or clothing for a single map and a different gun pack for a different map.

Thanks Rad....

Yes Galor, I did get it working, the mod is so simple, the problem with the way you and Tinker are doing it, is you have to mod the sound file every time a new map come out with sounds in it.

I've spent days working a way around Graw sounds.

so if I can make this works, sound modding will be very simple.

give me 2 or 3 days, for Dav and his boys to test the map on there test night.

Rad... :)

Edited by Radiator

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Posted

Hi Galor, Tinker and all the other boys and girls . I sent Brettz a PM about a sound mod.

As you know I've been working on a new map, with some new things added.

One of them is sounds, what I have done is a one off mod, that you add to graw, it looks at the folder in your bundle (data/sound) so every time you, me or someone else makes a new map, new guns or something. they add their mod sounds in to the bundle folder they made.

data/sound/mod_sound

Dav and I found there was a conflict with his sounds, but not in my sounds, when we tested the map. I think it might have a conflict with your sounds.

I haven't downloaded your mods, so I don't know if it's in there.

I don't know alot about your modding. Have you added any files or folders in to Local/English / ?? under the graw folder. If you have can you send them to me or show me where I can find them.

Maybe I or we can make a one off mod, so if you make a new weapon pack, we don't have to open up graw and add the files in then close it , the modding is outside the main bundle. Maybe you could have a custom guns or clothing for a single map and a different gun pack for a different map.

Thanks Rad....

Yes Galor, I did get it working, the mod is so simple, the problem with the way you and Tinker are doing it, is you have to mod the sound file every time a new map come out with sounds in it.

I've spent days working a way around Graw sounds.

so if I can make this works, sound modding will be very simple.

give me 2 or 3 days, for Dav and his boys to test the map on there test night.

Rad... :)

I don't really understand what you're trying to say. What's a one off mod?

Also, like Tinker wrote, I tried to make the sounds part of the .bundle file but it wouldn't read/use them. I had to leave them as part of the local/"language" method of modding in order for it to work.

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Posted

Hi Galor, Tinker and all the other boys and girls . I sent Brettz a PM about a sound mod.

As you know I've been working on a new map, with some new things added.

One of them is sounds, what I have done is a one off mod, that you add to graw, it looks at the folder in your bundle (data/sound) so every time you, me or someone else makes a new map, new guns or something. they add their mod sounds in to the bundle folder they made.

data/sound/mod_sound

Dav and I found there was a conflict with his sounds, but not in my sounds, when we tested the map. I think it might have a conflict with your sounds.

I haven't downloaded your mods, so I don't know if it's in there.

I don't know alot about your modding. Have you added any files or folders in to Local/English / ?? under the graw folder. If you have can you send them to me or show me where I can find them.

Maybe I or we can make a one off mod, so if you make a new weapon pack, we don't have to open up graw and add the files in then close it , the modding is outside the main bundle. Maybe you could have a custom guns or clothing for a single map and a different gun pack for a different map.

Thanks Rad....

Yes Galor, I did get it working, the mod is so simple, the problem with the way you and Tinker are doing it, is you have to mod the sound file every time a new map come out with sounds in it.

I've spent days working a way around Graw sounds.

so if I can make this works, sound modding will be very simple.

give me 2 or 3 days, for Dav and his boys to test the map on there test night.

Rad... :)

I don't really understand what you're trying to say. What's a one off mod?

Also, like Tinker wrote, I tried to make the sounds part of the .bundle file but it wouldn't read/use them. I had to leave them as part of the local/"language" method of modding in order for it to work.

I have made the sounds work and all you have to do is add one file in your local/"language" folder, a one mod that every one must do, then every time you make a new map with new sounds, you add the sounds in your bundle file.

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Posted

Yep, and it does appear to work too :) Amazed the heck out of me too! Well done Rad.

IIRC, it's also been tested on a dedicated server.

So, to paraphrase;

Players.

Place Rad's "custom" sound's .xml into local/english/<...>. This is a once off change. Once you have this file in place, you do not need to change it again. Just leave it there and it will cater for all custom sound missions/.bundles that modders make. No need for modders to ever change this or put anything into local/English as part of their mission.

Modders

Simply add your sounds (.wav's) to your /data/sounds/<...> and adjust an .xml or two and .bundle as normal and release. No need to change or put anything outside the (custom_levels) bundle.

Hope that helps clarify it.

I am really excited to see this completed and out there as it will dramatically change the feel of the custom missions...imagine being able to give your own voiceovers and dramatic music!

Naturally, once it's all fully tested and "packaged" a full writeup will go on the wiki...eh, Rad ;)

And like all GRAW thing's it's never complete until it's complete...so let's all wait patiently and help Rad. where we can.

Dav.

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Posted

Modders

Simply add your sounds (.wav's) to your /data/sounds/<...> and adjust an .xml or two and .bundle as normal and release. No need to change or put anything outside the (custom_levels) bundle.

Hope that helps clarify it.

Umm, no it doesn't clarify actually. It just sounds like a magic bullet. Adjust what xml? Maybe it is, maybe it works, but everytime I've bundled sounds they don't play, you just get silence. They are in the standard format and place, and the game never finds them if they are bundled....unbundled, works fine though.

Perhaps it works for custom levels, but for mods I've never had any luck with sound and bundles. Seems like 50% of the people can't get bundled mods to work and have to use the unbundled version anyway. I'd prefer the sounds and movie file were part of the bundle, makes for a a cleaner mod, but couldn't get either to register when doing it that way.

You're not really giving me any reason to believe this will be any different, but, if it works great.

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Posted

Place Rad's "custom" sound's .xml into local/english/<...>.

Tried this also earlier, good call. :thumbsup: Have not tried with another person. Does this causes no connection loss for altered files? Do we not need an empty local folder for normal games with the AC on? What if we run Brettz mod, do we add it to it, ask permission, where do we go?

Rad`s method does not give us a global solution to adding sounds to GRAW2 as a mod or a custom_level. But it will work. This cannot be the solution, no ideas here though. <_<

Nice 1 Rad

:)

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