Sound format?

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jungelsj_slith
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Joined: Mon Feb 16, 2004 9:51 am

Sound format?

Post by jungelsj_slith »

Has anyone successfully edited/added sounds yet? I can't get anything to play within the game - I'm using sound forge, and I've matched the parameters of the default sounds -

16,000, 16-bit, stereo, which comes out to 512kbs, like the mod guide says. I also tried cutting them down to below one second in length, still no luck.
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CapnDarwin
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RE: Sound format?

Post by CapnDarwin »

Are you replacing existing sounds? Can you post one for us to test?
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
jungelsj_slith
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Joined: Mon Feb 16, 2004 9:51 am

RE: Sound format?

Post by jungelsj_slith »

Capn thanks for the reply, still messing with it. It looks like it's not a sound format issue, but an issue with the numbering system. So I can add a "k.wav", but not "k1.wav,k2.wav,k3.wav" etc. A single sound will work, multiple sounds won't play (same files renamed.) Is that expected? Do I have to do some other setup to get multiple sounds working?

In the data files, I have the sound field as "k.wav"

-edit - sorry, and yes, I'm adding new sounds, not replacing existing ones
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Stimpak
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RE: Sound format?

Post by Stimpak »

I've replaced the "Nuke" sound with the effects from The Day After. Helps make it more ominous [;)]
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Nuke.zip
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Recognition
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RE: Sound format?

Post by Recognition »

I made a sound package I use in game a year or so ago.
I tweaked a few sounds for my gameplay.
Basically just background chatter and communication sounds added to the original sounds.

You can download here.

https://dl.dropboxusercontent.com/u/29354706/Audio.zip

Cheers

Readme included...

To Install.
First make a backup copy of your Audio folder in Flashpoint Campaigns Red storm/Assets/Audio.
Then just simply unpack the zipped Audio folder into your Assets/ folder.

When asked to overwrite files say "Yes"



https://twitter.com/WW1IEPER1917 INTEL i9-9900K @3600Ghz 3.60 GHz 48GB RAM
GeForce RTX 2080 Ti

jungelsj_slith
Posts: 247
Joined: Mon Feb 16, 2004 9:51 am

RE: Sound format?

Post by jungelsj_slith »

So more on this issue - if I replace existing sound names, such as "tank cannon1.wav, tank cannon2.wav" etc, the random sound choices will work.

New sound names without the sequential numbering will also work - but as soon as I append it with numbers, no sound will play (lgun.wav will work, but not lgun1, lgun2, etc.) So essentially if I add new sound names, I can only use one sound.

So is this a case of only the default sound names being precached or something like that? I wanted to not replace the existing sound names so I'm not stepping on any default stuff when I'm modding. Doesn't appear to have anything to do with sound formatting.
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CapnDarwin
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RE: Sound format?

Post by CapnDarwin »

You are hitting a limitation of the way the code was done. The multiple sounds are hard coded in the number of them we are using. Adding a new single sound and pointing to it will work. We will have to rethink the multi-sounds and modding in Southern Storm.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
jungelsj_slith
Posts: 247
Joined: Mon Feb 16, 2004 9:51 am

RE: Sound format?

Post by jungelsj_slith »

Thanks Darwin, will use the existing names for variety for now.
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