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Bringing custom sounds into NWN2


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24 réponses à ce sujet

#1
M. Rieder

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I downloaded the sound of an axe chopping from the internet in .wav format, put it in my campaign folder and created a new placeable sound object blueprint using the cusom sound as the sound.  When I set the Positional flag to FALSE, the sound works fine.  When I select TRUE, I can't get it to play. 

has anyone else successfully done this?

#2
M. Rieder

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I just got an error message from the toolset that said the .wav file was not mono and that mono is required for positional sound effects. That must be the problem.

#3
Shallina

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you need to convert the sound into BMU, and have it referenced in sounds.2da
(nwn2 and nwn1, use bmu format wich is a specific format)

There is an utility on the vault that can convert wav into bmu.

#4
Morbane

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Audacity can make mono tracks from stereo or single channel wav

#5
Guest_Chaos Wielder_*

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You don't need to make them .bmy--.bmu is for music files and not for single shot wav files that Rieder is looking for.

Audacity *can* work, but I've had great success with Winlame and WavePad. They're both free and can format appropriately. I know there's a tutorial somewhere--as I do have some custom sounds floating around here in my mod--so let me know if you can't quite get it.

#6
kamal_

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I'd been looking for a tutorial, so I'm interested.

#7
M. Rieder

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I found enough sounds for wood chopping buried in the stock game sounds.  I was able to get the custom sound to play, jjust not as a positional since it wasn't mono.  If I need more, I'll definitely try the programs mentioned here and post if I run into problems.  Thanks for the help. 
Also, you only have to mess with .2da if you are adding custom music, right?  For simple sounds that isn't necessary, right?  I was able to play cutsom sound in game without .2da modification.

#8
Guest_Chaos Wielder_*

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You don't need to modify any 2das for custom sounds to show up. For soundsets you may have to, but not for single shot sounds like you have in mind.

#9
kamal_

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ok, resurrecting the thread. I got a test sound, it plays when I go to assign it to a new sound object and click the play button to hear the preview, but it does not play in game. Incidentally, the toolset preview thinks it has a different bitrate (some super high number) and length (zero) than it does. So tutorial me please.

#10
Guest_Chaos Wielder_*

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Do you have a fixed bitrate at 128kbs for those sounds currently? Off hand, that's what the sounds need for the toolset to read them properly.

#11
kamal_

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Well, I still have the original unconverted sound, so if there's specific specs for the sound such as bitrate, hertz etc let me know and i can just reconvert the originals. I havnt been able to find documentation on what the requirements are for wav files to be used as placeable sounds.

#12
Guest_Chaos Wielder_*

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That's the only thing I recall off hand. I use(d) Wavepad to do this and saved as a .wav file with the above specis(128 kbs and constant bitrate) and it worked. If that doesn't work, I can make a tutorial for you when I create a new sound(as I am working on a *hush* *hush* new soundset right now, it shouldn't be hard).

#13
kamal_

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Can wavepad do batch conversion? That's kind of a necessity for what I'm up to.

#14
Guest_Chaos Wielder_*

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You have to have the purchased version of wavepad to do batch conversion. Sorry. :/

#15
M. Rieder

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I can't remember exactly what it is, but there are some types of sounds that cannot be positional. I think a sound has to be mono or can't be mono to be positional. I ran into this problem with a particular sound. I was able to assign it as a non-positional sound, but when I made it positional, it wouldn't play. You could check that.

#16
kamal_

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For what I'm going to be doing I'm better of just making everything mono. That way the sounds can be used as positional or non. I did try to set my test sound object as a non positional (npc chat or something), but still couldn't hear it. Encoding issues I presume.

#17
kamal_

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Just took one of my original sounds and used wavepad to encode to 128 bit 44,100 mono. Would not play ingame. The sound source is known good (freesound.org) and the sound plays fine outside the toolset.

#18
Guest_Chaos Wielder_*

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I will try and make a sound in the next few days to see if I encounter an issue like you had. Honestly, I'm not sure why you're having problems.

#19
kamal_

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The toolset simply lies. This is a 64kbps CBR encoded file that is mono and 7 seconds long.

600x300http://dl.dropbox.com/u/3879894/sound_error.jpg[/img]

original file if you want to play around with it
dl.dropbox.com/u/3879894/63607_Robinhood76_00592_massive_men_applause_1.wav

#20
M. Rieder

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kamal_ wrote...

The toolset simply lies.


The toolset told me it loved me.  Is it lying about that too?

#21
kamal_

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M. Rieder wrote...

kamal_ wrote...

The toolset simply lies.


The toolset told me it loved me.  Is it lying about that too?

I hate to tell you this, but the toolset will sleep with anyone for $20, sometimes even $10. It's a ****, and that's why we love it. :wub:

#22
kamal_

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The one on the right plays ingame. The one on the left doesn't. :blink:

600x300http://dl.dropbox.com/u/3879894/sounds.jpg[/img]

Modifié par kamal_, 18 septembre 2011 - 12:43 .


#23
PJ156

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Just to confirm the sound needs to be mono to be positional Audacity is free and will do that for you.

PJ

#24
kamal_

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For the record, Tchos worked out how for me:
http://social.biowar...546943#14386608
same information, just in case:
http://kamalpoe.blog...s-released.html

#25
PDubulous

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I put this up awhile back.

http://dragonlanceni...fects-tutorial/