JamesL
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Advice Needed on Changing some sounds

Mon Oct 01, 2012 9:03 pm

I would like to change the sound FX of battles from the thud-crie-sword FX to ambiant battle sounds.

I've found the files in the sound folder but I don't want to experiment & risk CTD's!

So does anyone know the correct way to alter the sounds?

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yellow ribbon
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Mon Oct 01, 2012 9:23 pm

not 100%t sure,

in the sounds folder you find the file sounds.ini which can be opened with the notepad of windows, or any text editor
you can identify which sound is responsible for which in-game action.

like i.e.

// Battle & Combat sounds
Sound29 = CT_attente.mp3
Sound30 = CT_deplacement.mp3
Sound31 = CT_clash.mp3
Sound32 = CT_fleches.mp3
Sound33 = CT_javelot.mp3
Sound34 = CT_retraite.mp3

etc.

i think it can be done similar to the music mod, renaming...

http://www.ageod-forum.com/showthread.php?25271-Changing-the-music

but keep the original file elsewhere and i would rename your file as substitute for the original one
...not paid by AGEOD.
however, prone to throw them into disarray.

PS:

‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘

Clausewitz

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yellow ribbon
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Mon Oct 01, 2012 9:36 pm

to figure out which sounds number is used for which action:

you find it either at

[color="#FFFF00"]AJE/Aliases/soundaliases [/color]

or even in the files for individual actions, decisions, units etc

AJE/GameData
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

JamesL
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Mon Oct 01, 2012 10:41 pm

Thanks i'll look into it

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Pocus
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Tue Oct 02, 2012 7:54 am

the sounds will have to be super short...
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Tue Oct 02, 2012 8:31 am

is the limitation based on time or KB ?
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

JamesL
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Joined: Wed Mar 29, 2006 10:49 pm

Tue Oct 02, 2012 9:25 am

Pocus wrote:the sounds will have to be super short...


I see what you mean!!

Pocus there are 4 long battle sound files ("AJE_land-battle-lrg-amb" ect ect) which are really good but I havent heard them in the game yet. Is there any way of using one of these longer files in the battle animation instead of the present 3-4 quick sound bites per round?

JamesL
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Tue Oct 02, 2012 9:28 am

yellow ribbon wrote:is the limitation based on time or KB ?


It's time! During the battle animation 3-4 sound files per round are set off. So having one long ambiant battle sound file would'nt work.

Unless there's a way round this, someone may know.....

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Tue Oct 02, 2012 10:29 am

JamesL wrote:It's time! During the battle animation 3-4 sound files per round are set off. So having one long ambiant battle sound file would'nt work.

Unless there's a way round this, someone may know.....


ah, now i see what it is,

SoundRangedCmn =
SoundCloseRare =
SoundCloseCmn =
SoundDamaged =
SoundDestroyed =

are the possible sounds, are they?

if yes, then its a hell of work if you want to rework this. its coded for every single model
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Pocus
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Location: Lyon (France)

Tue Oct 02, 2012 2:26 pm

These long ambient sounds are not used because even if they are cool, they would have to be cut dead at a point, and are also not really contextual to battles. Plus (honestly) we have a few issues with the sound library that prevent a clean 'halt' of these sounds when we want to (once battle ended).

The sounds used are ... well average for some. If you can find better sounds, with a duration of max 3 seconds per sound (so much longer than the short ones we have), then I think it would be ok too. Elephants sounds, proper arrows sounds (the ones we have ... ahem) etc.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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yellow ribbon
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Joined: Sun Jun 26, 2011 5:42 pm

Tue Oct 02, 2012 2:49 pm

Pocus wrote:These long ambient sounds are not used because even if they are cool, they would have to be cut dead at a point, and are also not really contextual to battles. Plus (honestly) we have a few issues with the sound library that prevent a clean 'halt' of these sounds when we want to (once battle ended).

The sounds used are ... well average for some. If you can find better sounds, with a duration of max 3 seconds per sound (so much longer than the short ones we have), then I think it would be ok too. Elephants sounds, proper arrows sounds (the ones we have ... ahem) etc.


well, for private use, we can easily improve it, but even mods would already get legal problems in Germany at least...

here you have some arrows

http://www.sounddogs.com/results.asp?Type=1&CategoryID=1024&SubcategoryID=28

1$ a tune (one time payment) when not used commercially. have had deals with them for lower prices for moddding purpose in past.

or just ask my to grab my Yew-Celtic maple-wood long bow from the wall and you send me a shield i should fire upon :wacko:
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Oct 03, 2012 9:54 am

Oh but there are several site providing free of rights sounds. It just take time to search through hundreds of sounds, and then sometime shorten them, resample them, merge them in something correct. Time is a currency for us, we lack of it.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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