Are there guidelines we are supposed to follow in order to add new audio?
I bet there are differentiations whether we add new sfx, music, unit audio...
Yep, you'll need to add your new SFX details into the SoundDialogue, SoundMusic or SoundEffects files depending on what it is. They can all be found in the GameInfo folder of your mod.
I just copy and paste earlier entries and then add my SFX details in.
You'll need to add your sound file to sound folder, obviously.
You can use either .ogg or .wav. I use wav for SFX and ogg for music. The wavs need to be PCM format, and I'd stick to using CBR in the oggs for all games.
Music and unit responses need to be stereo, and all SFX e.g. explosions and hits and such need to be mono.
Sins doesn't support 24-bit to my knowledge, but I'm using sampling rates ranging from 22k hz to 48khz without any issues.
Sins cycles sound alternates, it doesn't randomize. At least for hits and shots, in my tests thus far.
MP3s work too if you really wanted to use those for some reason.
oh thanks to both!
cycle only? no randomization at all possible?
I never tried this, but there are 1 or 2 examples of using the ALT group, I think there are lots under muzzles (gun shot) in the SoundEffects.sounddata file.
Ya, just looked them up
effect name "EFFECT_DEBRISDISAPPEAR" fileName "Effect_DebrisDisappear.ogg" type "Effect" is3D TRUE priority 5 threshold 10000.000000 minAttenuationDist 2000.000000 maxNumPlayingSimultaneously 2 isLooping FALSE isResident FALSE minRespawnTime 0.5 fadeInTime 0.5 fadeOutTime 0.5 alternateGroup "EFFECT_DEBRISDISAPPEAR"
few more
WEAPON_PHASESUPPORTMISSILELIGHT_MUZZLEWEAPON_PSICAPITALLASERHEAVY_MUZZLE
It looks to me like it may use any of the sounds with the name or with the name and ALT_1 or ALT_2 etc.
EDIT: Audio responses do not 'need' to be in stereo, in fact, I recommend mono ogg or mp3. Why waste resources on 2 channels for that stuff. Use different qualities of conversions to also save your resources. Explosions should be very HQ and voices can be lower quality, with everything else somewhere between.
Ah, I just guessed they were stereo since mine were originally stereo. The size difference is so minimal that the quality increase is worth it, and I've been assured that sound resources don't add to the RAM limit anyways. I really wish the game supported stereo for everything.
They may not all be loaded into RAM but there may be 20 or more loaded into RAM at any one time. Same goes for music, you may have up to 5 music tracks in your RAM at any time for seamless transitions.
The is3D TRUE is actually better for the game environment. The game knows where the sound is coming from on the screen and places it in the appropriate channels. How would it do that in stereo?
I have optimized every aspect of SOA2 and can play huge 10 player multi-star maps into the 20 hr range with not one drop of lag. Every spot adds up.
Well, I've modded plenty of games that have used stereo sounds in 3d environments. I'm not technically inclined enough to know why, I'm only a sound guy. There are certain effects that are much harder/impossible to create in mono. In all likelihood the game ends up flattening the sounds anyways far as I know. It makes a huge difference for unit responses, at least.
ah, so mp3 too is supported
I'm more of a WAV guy, personally.
erm, what?
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