A mod for RotWK that adds new factions, units, heroes, stuctures, powers and more.
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Adding Custom Audio Tutorial
Since there are no really helpfull tutorials on adding custom audio files in-game yet, and since I have succesfully done it...I have decided to write a tutorial about it.
(1)- In order to add a custom audio file in-game, it must be in .WAV format.
(2)- Also, the custom audio must be Mono not Stereo.
(If you are not sure whether your file is Stereo or Mono you can download a nice freeware (free) audio editor called "Audacity". It is available from the company website here: http://audacity.sourceforge.net/download/windows
-In audacity you can remove sections of your audio clip, as-well as many other things which I don't have time to list here. Also, I will not describe how to use audacity here...I leave that to you. (don't worry though...It's pretty easy to figure out.)
NOTE: If you encounter a problem in Audacity where you can't seem to change anything...make sure that the audio clip you have loaded isn't currently paused...Because when paused, audacity won't let you delete sections or do very much else...(took me awhile to figure that out)
To make your sound file Mono if it is in Stereo:
Ok, in Audacity:
To the left of your sound file (the part with the blue spikes)
There is a control panel that should have the name of your sound file as a drop down menu. Drop the menu down and half-way down the menu there should be "Split Stereo Track"...press this, then next to the drop-down menu (to the left) is a (X) button that deletes the selected Track (either top or bottom)...press the "close" button for the track that sounds worse (either the top or the bottom). That should do it, just select "export as WAV" to your location of choice, then you're done in Audacity.
(3)- Once you have your audio clip in Mono and saved as a .WAV, you will need to extract the .BIG files: Audio.BIG and EnglishAudio.BIG ...They should go into their default directories:
(4)- Next you need to copy your custom audio file and paste one copy in each of the sub-folders:
(5)- Next we need to add our custom audio clip to the Asset.dat file in the Main BFME directory... I trust you know how to do this.
(6)- Ok, now we should be done with moving the files...next we need to tell the game who, what, and where our new audio clip is. For that we will need to edit the INI files located here: (you will need to extract the INI.BIG file first, if you haven't already)
Alright, first we need to edit two INI files called: Voice.ini and SpecialEffects.ini
You will need to add the following: (just replace my sound file names with yours)
Next we will need to tell the game WHEN it should play our audio clip...There are several ways of doing this, so I will post the one I used (which worked) and several other possible methods (probably will work, but haven't been tried by me)
You can edit the "CommandButton.ini" and add this: (this is what I did for my mod)
-The sound should play as soon as you hit the special power activator button...
You need to add this to your Power:
(just replace my audio file name with your)
This is what the CommandButton code should look like (give or take) after you add that UnitSpecificSound:
Several other places you can add your custom Audio files are:
(Specific Unit/Hero voices)
In your Heroes file (aragorn.ini for example) there is a section called:
This section contains all the regular speech that the charactors say: "Can I have some Bacon?"-Pippin
So, to add or replace the audio clips that the charactors say you would change this:
(just add your voice clip name in front of the "Voice_____")
NOTE: you might need to add your Audio clip name into "Voice.ini or Speech.ini", I haven't tried this so I don't know for sure.
If you wanted your Audio Clip to play durring an FX (say durring Word Of Power) You might change this file:
-You can add this to your special effect to make the sound play when the effect plays:
So then your FX file should look like this:
If these don't make the voice do what you want it to do...play around with the different audio files, there are several others that use voices: EVA.ini / MiscAudio.ini / Speech.ini / Voice.ini / SpecialEffects.ini
If you are looking to add music files to the game, it should be very similar...but I haven't done anything with music files so I can't help you much there. The only big difference I can think of are: Music.ini probably has to refrence your Audio clip, and there is probably another file that tells the game when to play the Song...
That should do it for adding your custom audio clip in-game...Any questions can be directed to me or to the 3rd Age forums...
witchking - Wednesday September 5, 2007 - 11:24
ok i have posted a topic in bfm2androwk section and my topic is called audeo help, need help
Bart (Administrator) - Wednesday September 5, 2007 - 7:33
yes, better make a forum topic, this is getting out of hand
witchking - Wednesday September 5, 2007 - 7:27
heres the code.
and heres the voice.ini
heres the soundeffects.ini
and the MouthOfSauron.ini
and i added it to the asset.dat
so what did i do wrong?
and by the way this is not you cannot hide
the audeo is called toshowthee
because i liked this audeo better.
and if this is not enough info i'll post on the fourms
and pload the bigfile so you can see it for you'r self
Bart (Administrator) - Wednesday September 5, 2007 - 5:09
well then you probably haven't done it right
witchking - Tuesday September 4, 2007 - 19:59
ok but now theres a new problem.
Bart (Administrator) - Tuesday September 4, 2007 - 14:45
no, that's not it. the text between the < > marks is not meant to be copied literally
witchking - Monday September 3, 2007 - 19:49
is that it? and sorry i have been away and have not got the chance to be near a computer
Bart (Administrator) - Saturday September 1, 2007 - 5:41
witchking - Friday August 31, 2007 - 10:46
lol i did
Bart (Administrator) - Wednesday August 29, 2007 - 10:06
if your file is named youcannothide.wav (without spaces!) reference it as youcannothide, if it's named blablublo.wav, reference it as blablublo, etc.
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