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Wav file naming convention help please


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#1
Tarot Redhand

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I believe that (like a lot of other NwN files) the length of the file-name, excluding the .wav extension, is 16 characters or less and that it must be in all lower case with no spaces. If I am correct then all I need to know are the following.

 

Ambient Sounds

 

Looking in ambientsounds.2da I notice that there a fixed number of file-name prefixes. I think I have worked out what they mean, but would like confirmation. Are these correct?

 

al_pl_  = people?
al_na_ = nature?
al_wt_  = weather?
al_an_  = animals?
al_cv_   = civilisation?
al_mg_  = magic?

 

Also, is there a limit to the number of entries allowed in this 2da (I have 19 I would like to add).

 

Other (placeable?) Sounds

 

I have a tutorial that says that all you have to do with these is put them into a hak and create blueprints. Is this correct? Also are there any naming conventions for the file-names for these? As I have 108 of these it would be useful to know before I start.

 

Thanks for any help.

 

TR



#2
Iskadrow

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The prefixes should be correct. And yes, when editing a sound object you can make use of any .wav file in the .haks and/or ambient sound folder. Following the same naming convention as above /should/ make them easier to search (enabling you to sort by theme), though I'm not entirely sure about this.

#3
Tarot Redhand

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Thanks

 

TR



#4
Bluebomber4evr

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The naming convention isn't absolutely necessary. As long as the name isn't too long, it will work.



#5
Tarot Redhand

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Having now got it working I do have an observation to make on the filenaming conventions as there is a slight difference between ambient and ordinary sounds. Where ambient sounds have the following prefixes -

 

al_pl_ = people
al_na_ = nature
al_wt_ = weather
al_an_ = animals
al_cv_ = civilisation
al_mg_ = magic

 

Ordinary sounds have

 

as_pl_ = people
as_na_ = nature
as_wt_ = weather
as_an_ = animals
as_cv_ = civilisation
as_mg_ = magic

 

While not absolutely necessary, having the right prefixes does make the creation of blueprints easier. Without them, the best you can achieve is the ability to choose from all of the wav files in the hak file. Whereas, with the prefixes, you can actually choose from within the six categories from the files in the hak. It only saves you one mouse click per file but that meant I had 108 less mouse clicks for my project. All I have to do now is finish the documentation and it will be ready to post. That should be sometime on the 22nd when my new data allowance starts. I'll have to leave it until then as uncompressed (I haven't tried archiving it yet) the hak, erf and loose sound files come in at around 450 meg (45 music (9 battle, 36 ambient), 19 ambient sounds and 108 ordinary sounds).

 

TR