Ghost Recon.net Forums: Lost my M4SOCOM sound - Ghost Recon.net Forums

Jump to content

Buy Ghost Recon Future Soldier Pre-Order

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Lost my M4SOCOM sound after minor .wav editing

#1 User is offline   bigcat75 Icon Posted 30 August 2007 - 11:06 AM

  • Recruit - 1st Class
  • Pip
  • Group: Members
  • Posts: 191
  • Joined: 15-August 07
I was trying to replace the four w_M4SOCCUM_xx sounds in the mods\mp2 directory with four similar M4sd wave files in Brettzies M4 mod (GRAW). I renamed the original files from .wav to .bak temporarily, then copied the M4 mod sounds into the folder and renamed them accordingly to w_M4SOCCUM_xx.wav, but the new sounds don't play in the game. So I removed the new sounds and renamed the originals from .bak to .wav, now they don't play either! What went wrong?

Instead of simply copying the new files into the folder and renaming them, do I need to actually copy the new sounds into the existing original wave files? I don't see what difference that would make though, and I don't understand why the original sounds now don't play.

This post has been edited by bigcat75: 30 August 2007 - 11:09 AM

bigcat75

#2 User is offline   thales100 Icon Posted 30 August 2007 - 12:14 PM

  • Ghost - 2nd Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 2,389
  • Joined: 06-September 03
  • Gender:Male
  • Location:Goiás - Brazil
yeah, copy the new sounds into the existing original wave files using a wave editor, this way it will work in game

nic
Thales100' [GR] Mods - 44.000+ downloads at gr.net. Yes i made it ... and you ?

#3 User is offline   WytchDokta Icon Posted 30 August 2007 - 02:26 PM

  • Ghost - 1st Class
  • PipPipPipPip
  • Group: Members
  • Posts: 6,136
  • Joined: 06-January 03
  • Gender:Male
  • Location:Moving zig. For great jusitice.

View Postniccola, on Aug 30 2007, 01:14 PM, said:

yeah, copy the new sounds into the existing original wave files using a wave editor, this way it will work in game

nic

Not sure why everyone says this, I DID NOT do this for the sounds I did for CC's USMC FR2 mod and my sounds worked fine in game. The sounds even had my own file names, 'WD_M4_S' for example.

The problem you're experiencing, BigCat, is probably caused by the files in Brettzies M4 mod having differing bit depths, sample rates, channels, sample sizes & bit rates. This is because GRAW uses higher quality sounds. The sounds you put into GR need to have exactly the same properties as those already in GR, and the file names can be different (you don't need to overwrite stock GR sounds)

GR sound file properties should be as follows -

Bit Rate: 352kbps
Audio Sample Size: 16bit
Channels: 1 (mono)
Audio Sample Rate: 22kHz
Audio Format: PCM

They should also be saved as .wavs, ignore where it says PCM above. PCM is an attribute of .wav as far as I know, and all sound editors should save as PCM .wav format as default (although in the new version of Gold Wave you can specify which .wav attribute to save it as - PCM, IEEE, A-Law, ADPCM etc)

This post has been edited by WytchDokta: 30 August 2007 - 03:32 PM

Open your eyes and tell me what you see;
When we rise again into darkness, will the light set you free?

- Nikkita

#4 User is offline   thales100 Icon Posted 30 August 2007 - 03:08 PM

  • Ghost - 2nd Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 2,389
  • Joined: 06-September 03
  • Gender:Male
  • Location:Goiás - Brazil
the name doesnt matter, you can copy the new sounds into the existing original wave files and rename it later to anything you want

nic
Thales100' [GR] Mods - 44.000+ downloads at gr.net. Yes i made it ... and you ?

#5 User is offline   WytchDokta Icon Posted 30 August 2007 - 03:16 PM

  • Ghost - 1st Class
  • PipPipPipPip
  • Group: Members
  • Posts: 6,136
  • Joined: 06-January 03
  • Gender:Male
  • Location:Moving zig. For great jusitice.

View Postniccola, on Aug 30 2007, 04:08 PM, said:

you can copy the new sounds into the existing original wave files


That method isn't necessary to get the sounds to work in GR. I'm not arguing with anyone, but I know for fact that I did not need to copy my new sounds into the existing [GR] ones for the USMC FR2 mod. I just made my sounds from scratch, named them, put them in the sounds folder, referenced them in each weapons respective config file and in the effects.xml and they worked fine in-game - therefore bypassing the 'paste new sounds into existing ones' method.

This post has been edited by WytchDokta: 30 August 2007 - 03:21 PM

Open your eyes and tell me what you see;
When we rise again into darkness, will the light set you free?

- Nikkita

#6 User is offline   thales100 Icon Posted 30 August 2007 - 03:24 PM

  • Ghost - 2nd Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 2,389
  • Joined: 06-September 03
  • Gender:Male
  • Location:Goiás - Brazil
bigcat75 should try both methods - please post later wich one worked to you

nic
Thales100' [GR] Mods - 44.000+ downloads at gr.net. Yes i made it ... and you ?

#7 User is offline   WytchDokta Icon Posted 30 August 2007 - 03:32 PM

  • Ghost - 1st Class
  • PipPipPipPip
  • Group: Members
  • Posts: 6,136
  • Joined: 06-January 03
  • Gender:Male
  • Location:Moving zig. For great jusitice.
I must say that, if you reference the sound in the effects.xml, you need to make sure the 'rolloff' value is defined correctly, otherwise you won't hear the sound. The sound will play, but you just won't hear it if that 'rolloff' value is not defined correctly.

I love technical jargon. :thumbsup:
Open your eyes and tell me what you see;
When we rise again into darkness, will the light set you free?

- Nikkita

#8 User is offline   bigcat75 Icon Posted 30 August 2007 - 11:48 PM

  • Recruit - 1st Class
  • Pip
  • Group: Members
  • Posts: 191
  • Joined: 15-August 07
Thanks for the help guys! One of the four files was 2 channel stereo, 32 bit, and apparently this caused none of the sounds to play. I changed it to 16bit mono and all is well. I used both methods: copying into existing files, and also just adding new files, both work fine.
The sample rate is 44hz, I can't find a way to reduce it to 22 using Audacity. But they work okay anyway.

I appreciate the fast help!! I was affraid no one would see my post since most people are reading the graw forums!

Bigcat75

This post has been edited by bigcat75: 31 August 2007 - 01:03 AM

bigcat75

#9 User is offline   doubletap Icon Posted 11 November 2007 - 10:18 PM

  • Scout - 1st Class
  • PipPip
  • Group: Members
  • Posts: 428
  • Joined: 17-August 07
  • Location:Miami

View Postbigcat75, on Aug 30 2007, 06:48 PM, said:

Thanks for the help guys! One of the four files was 2 channel stereo, 32 bit, and apparently this caused none of the sounds to play. I changed it to 16bit mono and all is well. I used both methods: copying into existing files, and also just adding new files, both work fine.
The sample rate is 44hz, I can't find a way to reduce it to 22 using Audacity. But they work okay anyway.


That's too much work for what you're trying to achieve. All you want to do, if I understand correctly, is replace one sound with another which has different properties (sample rate, channels, etc). With windows XP, you don't even need a sound editor, just right-click\record on the 32bit file, when it opens click File, Properties, Convert Now, then select PCM 22.050 16bit mono.

If for some reason that didn't work you could r-click\record and Insert the new file into the existing 16bit file and it will convert to match the 16bit recording. Then just delete the first part of the recording so only the new sound plays.

Either way you may then have to edit the Length bit in the .xml

This post has been edited by doubletap: 12 November 2007 - 02:13 AM

Posted Image
core2 E8500 / 8800GTS (G92)512mb / 4gb DDR2 800 / OCZ 600W

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users