niccola, 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