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Stock Music as a Placed Sound


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12 réponses à ce sujet

#1
XbiT

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Hello,

 

I'm at a bit of loss as I have searched the list several times but can't seem to find some of the music track sounds. I'm trying to add a looping or list of the tavern music to be placed in a tavern and don't want the entire area to be filled with music by using a placed sound.

 

For some reason I can't find nwn_tavern1 - 4 or NX2_ Tavern variants. Is there a list of what the file names of these in relation to their in tool set titles?

 

Any help would be great.



#2
rjshae

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I'll take a SWAG that it is in the ambientmusic.2da file and the name is looked up using the description number as a row in the dialog.tlk.

 

Let's see, the last entry is row 233930, which is "NX2 - Tavern, Sword Coast Vocal". Sure enough, that's in the music list. The corresponding resource name is nx2_mus_tavern_swordcoast_vox. Yep, there's a nx2_tavern_swordcoast_vox.bmu file. Looks like that's a Bioware file type. Unfortunately it's not a wav file.


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#3
kamal_

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MP3 to BMU will convert back and forth, as well as to wav iirc.

http://neverwinterva...utility-package


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#4
Tchos

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Also, Winamp plays bmu files without any extra plugins if you want to listen to them as a preview.

 

You can find any of the titles as Bob did by looking in the ambientmusic.2da file (in Data\2DA_X2.zip), and noting the 5 or 6 digit number in the list (the second one in each row), and looking up that number in dialog.tlk, which can be opened with any of several editors, such as tlkedit2.  You'll find the name there.



#5
XbiT

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So I found the file, converted to .wav  

I'm guessing I'll need to add it via a hak.

 

So the only ambientmusic.2da I found was in the westgate folder. I did find another 2da from another hak that has the ambientmusic.2da in it so I'm starring at it now. I'm guess I'll need to add a row, the resource is the filename of the wave, the label will be the same?

 

Pack up the 2da and wav in a hak and done?

 

The description is what is throwing me, I'm guessing its a reference to what the tlk will allow the toolset to see the name of the file? StrRef = Description in the 2da and in the TLK String is what I want it to show in the toolset?

 

Seems simple enough but I guess my next question is, if I'm going to have a custom tlk file for my PW should I base it off the default dialog or build one that simply adds to the basegame's dialog? much like how a 2DA in a hak can add or take precedence over the base 2das.

 

Thanks again!



#6
Tchos

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You won't need to add anything to any 2da when you're making a placed sound.  That's only for the music tracks.  Your new wav doesn't need it, and it also doesn't need any edit to the TLK file.  Just put your wav in your hak and that's it.  It'll show up in your toolset when you're choosing files for your placed sound object.



#7
XbiT

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Hmm, I packed it up, it appears on the toolset and assigned it to a new sound blueprint. Can't seem to get it to play. Tried another stock sound and it loops just fine.



#8
Tchos

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WAV files have to be 96Kbps mono to work in the game, while music files can be stereo and possibly a different bitrate.  You may need to resample the wav to the necessary settings using another tool such as WinFF.


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#9
kamal_

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WAV files have to be 96Kbps mono to work in the game, while music files can be stereo and possibly a different bitrate.  You may need to resample the wav to the necessary settings using another tool such as WinFF.

MP3toBMU converts to NWN2 friendly format, and it can batch convert. Checking my notes, it was you who pointed me to it for converting sounds for the Freesound project. :)



#10
Tchos

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It converts mp3s of any bitrate to NWN2 wav, but does not resample them if they're not the right sampling rate.  I told you about both MP3toBMU and WinFF, and I seem to recall you used both.  WinFF to resample and encode to MP3, and MP3toBMU to turn into NWN2-friendly wavs.


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#11
XbiT

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Got it to work. Seems the encode needed to be mono. I didn't change the sample rate. Now to get my band looping.

 

Thanks for the help!



#12
Dann-J

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Also, Winamp plays bmu files without any extra plugins if you want to listen to them as a preview.

 

 

I also use Winamp to convert between sound formats (WAV, MP3, BMU, OGG, etc). It's just a matter of configuring one of the plugins, and instead of playing the sound file it spits it out to a folder in the new format.



#13
XbiT

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I have used Winamp for that also when changing formats for files I took out of VanguardSoH.. which are some of what I want to import into my mod, after I make some songs from it. But the plugin I have didn't want to convert to mono.