[TUTORIAL] how to change power up sound's and voiceovers + more

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Remington R5
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step 1,
download audacity you can download that from here:
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step 2, go get your power up sound


step 3, open the sound file in audacity


step 4, set rate to 44100Hz and set the project rate to 44100Hz


step 5, set sample format to 16-bit pcm
also set it to 32-bit float




step 6, goto file export


step 7, navigate to root\sound_assets\raw\sound\


step 8, make another folder and call it what ever you want


step 9, give the sound file a unique name such as ann_maxammo or maxammo (just remember the name of the file you will need this later)


step 10, save as type Other uncompressed files


step 11, click on options
header: WAV (microsoft)
encoding: signed 16-bit PCM
click ok
then click save


step 12, close audacity
up to you if you save or not (i never do)


step 13, goto root\raw\soundaliases


step 14, look for dlc_share (make a backup of this file also if you have sound asset limit you can comment out sound lins by using "#")


step 15, open dlc_share in any text tool


step 16, look for "# Announcer" (its near the top)
you will find lines for the power ups


step 17, you will find these lines
carp_vox,voiceovers\zombie\ANN\ANN_carpenter.wav
carp_vox,voiceovers\zombie\ANN\ANN_MaxAmmo.wav
carp_vox,voiceovers\zombie\ANN\ANN_Nuke.wav
carp_vox,voiceovers\zombie\ANN\ANN_instakill.wav


step 18, you need to change this part of the csv lines
voiceovers\zombie\ANN\ANN_instakill.wav
voiceovers\zombie\ANN\ANN_Nuke.wav
voiceovers\zombie\ANN\ANN_MaxAmmo.wav
voiceovers\zombie\ANN\ANN_carpenter.wav
(leave in the lines that says "carp_vox")

ANN_carpenter.wav = what ever you named you sound file
where it says carp_vox,voiceovers after the "," change the word voiceovers so it matches the same folder name as you made when you exported the sound file

when done right it will look like this
insta_vox,whatever_you_named_the_folder\sound_file_name_here.wav

step 19, save the file and exit that file

step 20, open launcher

step 21, goto the mod builder tab

step 22, tick build mod.ff fastfile and build sounds ONLY then press build mod

step 23, launcher should say something like updated 6 or close to that number (if it says updated 4 it didnt convert the file)

step 24, you MUST re compile the HOLE map for the changes to take effect

all done :) enjoy your new power up sound (s)

repeat the same process for voiceovers (with different folder names and sound names obviously)



credit::
ConvictioNDR for telling me how to do this :)
Last Edit: August 27, 2014, 06:59:03 pm by Rorke
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What is difference between unsigned 8 bit and signed 16 bit? I saw another tutorial, where the person put unsigned 8 bit, that worked in my map, even though sound is bit quiet
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Remington R5
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What is difference between unsigned 8 bit and signed 16 bit? I saw another tutorial, where the person put unsigned 8 bit, that worked in my map, even though sound is bit quiet
not sure what difference is but there must be a difference coz i tried it with unsigned 8-bit PCM and laucher wodnt compress it so im not sure
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What is difference between unsigned 8 bit and signed 16 bit?
Unsigned 8-bit will be lower quality but also smaller file size.
16-bit will be higher quality but larger file size.
But on small sounds like powerup or gun sounds the size difference won't really be enough to worry about.
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Unsigned 8-bit will be lower quality but also smaller file size.
16-bit will be higher quality but larger file size.
But on small sounds like powerup or gun sounds the size difference won't really be enough to worry about.

Ah, right, I could try other setting, cos there was fuzzing sound in box sound :D

 

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