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RE: tiny sound mod
Posted: Mon Jan 06, 2020 4:28 pm
by Hubert Cater
Hi Mark,
If it is just a regular campaign sound you wish to customize (combat sound etc.), can you try putting it into a custom sound folder instead? For example:
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Sound\*.ogg
Let me know if this works,
Hubert
RE: tiny sound mod
Posted: Mon Jan 06, 2020 11:54 pm
by mroyer
That's it. Works exactly like I hoped. Thanks Bill and Hubert.
Also, the custom Music folder works too:
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Music\*.ogg
-Mark R.
RE: tiny sound mod
Posted: Wed Jan 08, 2020 8:30 am
by mroyer
Another quick question about sound.
I notice some sound files just have a name.ogg (e.g., anti_air_attack.ogg).
But, others occur in sets of nameNumber.ogg (e.g., battle1.ogg, battle2.ogg ... battle10.ogg).
Are those numbered filenames just hard-coded situationally within the game-engine, or can a modder use that to advantage (e.g., perhaps the engine plays a random nameNumber.ogg file in a situation and the modder could add anti_air_attack1, anti_air_attack2, ...)?
Thanks for any insight and thoughts on that.
-Mark R.
RE: tiny sound mod
Posted: Wed Jan 08, 2020 1:42 pm
by Hubert Cater
Hi Mark,
Great to hear you've got it working now
Unfortunately those are just hard coded for those situations where more than one sound type was required depending on what was needed in game. Some are for different battle types, some are for a variety of possible sounds, but there is no way to add a number and have the game recognize that in game as it is just looking for the listed files only.
Hope this helps,
Hubert
RE: tiny sound mod
Posted: Wed Jan 08, 2020 10:26 pm
by mroyer
Okay, understood. Just fantasizing at the possibilities

Thanks Hubert,
-Mark R.