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Adding custom sounds?

User is offline   Bloodshot 

#1

So I'm curious as to how I would do this, I want to add custom higher quality sounds to the regular weapons to use with DukePlus (not the ones already done like the pistol or ripper), though I've been looking for a while and tried a couple of things, and I have no idea how I'd begin to do it.

I already have a custom pack with the HRP skyboxes + the voxel pack and some music with combined defs thanks to someone on this forum (it was a while back and I forget who)

Any help is greatly appreciated.
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User is offline   gibfrag 

  • Honored Donor

#2

I think if you put the sounds you want into the main directory where the EDuke32 exe is, it will automatically load those files.
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User is offline   Bloodshot 

#3

Cool - Is there a list of filenames that I could use to figure out which to replace?
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User is offline   gibfrag 

  • Honored Donor

#4

Oh, sorry. I thought you meant "adding custom sounds" as in replacing old sounds with new ones.. :P

According to the EDuke32 wiki:
Sounds can be added either by replacing existing sound files or introducing new one's and list them in the con files.

So you'd have to add the sounds in the directory (like I said before) and then edit the CON files, by writing the sound effects names. I'm not sure how experienced you are with CON editing, but that's the best explanation I can give.

But if you wanted to just replace old sounds, then you rename your sound file to whatever it is you are replacing, and put it in the directory where EDuke32 exe is, and it will automatically load it.

This post has been edited by gerolf: 13 October 2013 - 09:06 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5

Just find the names of the default weapon sounds in the CON files then find a suitable replacement, it will have to be in WAV or OGG format and give it the same file name and put it in your directory.
Couldn't be easier.
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User is offline   Bloodshot 

#6

Strange, I've done exactly that and they seem to have no effect whatsoever on the game sounds. Looked in the GRP to make sure the names were right, tried the root directory first then autoload and the DP directory, none of them have any effect.

The only thing I seem to be able to do is replace sounds of existing mods, I tested it with the Duke64 tc as well and that mod already has all the .wav files in the mod folder which i can replace, but that's about it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#7

Use ogg format, you probably have the wrong encoding type for the wavs.

If it's still not working then you are doing something simple wrong.

This post has been edited by The Commander: 16 October 2013 - 03:55 AM

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User is offline   Bloodshot 

#8

I'm still not sure what I'm doing wrong currently, OGG doesn't work, and I converted the .wav files to 16-bit PCM + 11025 Hz

EDIT: Okay what the hell. I decided to rename my .oggs and .wavs to .voc just for the hell of it, and now they work.

How does this make any sense?

This post has been edited by Bloodshot: 16 October 2013 - 08:11 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#9

Because all default Duke3D sounds' files are defined as *.VOC in the CON files. EDuke32 will use whatever files are laying in the root folder with the same exact name, this means even the file type. If it's defined as a .VOC it won't recognize a .WAV or .OGG in it's place, unless you change the con files to reflect that.

USER.CON even gives you a basic run down on adding sounds.

This is an updated version of USER.CON's rundown by me Hendricks266. It includes new information relevant to EDuke32.

// MAXIMUM NUMBER OF SOUNDS: 2560 ( 0-2559 )

/*=-----------------------------------------------------------------------------
ABOUT CHANGING SOUND EFFECTS

The sound effects section follows this explanation.  
The program expects to find any sound file that is in one of the following formats:

.VOC - Creative Voice
.WAV - 8-bit unsigned mono wave
.OGG - OGG Vorbis

The numbers that are to the right of the sound file name are technical parameters.
#1 - The first 2 numbers define a random pitch variation range.
#2   They can be positive or negative numbers.
#3 - The 3rd number is a priority flag.
#4 - The 4th number is a technical bitfield.  See below.
#5 - The 5th number is a volume adjustment. It can be positive or negative.
=-------------------------------------------------------------------------------=
SOUND DEFINITION BITFIELD

Add the numbers in (parentheses) to calculate your sound's bitfield value.

Bit #0 (1)   The sound repeats if continually played.
Bit #1 (2)   The sound is an ambient effect. Disabling ambience will mute this sound.
Bit #2 (4)   The sound is a player voice. Disabling "Duke Talk" will mute this sound.
Bit #3 (8)   The sound contains offensive content. Disabling "Adult Mode"/enabling parental lock will mute this sound.
Bit #4 (16)  The sound will always be heard from anywhere in the level. (sndist = 0)
Bit #7 (128) The sound is used in Duke-Tag.
---------------------------------------------------------------------------=*/


An example sound definition looks like this;

In USER.CON:
definesound PRED_ROAM     roam06.voc          0   0   3  0   0


In DEFS.CON:
define PRED_ROAM                      110


------------------

I suggest you read the manual to get up to speed on things before you ask questions. It's not complete but it covers all the basic stuff.

This post has been edited by Jimmy: 18 October 2013 - 08:12 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #10

View PostJimmy, on 17 October 2013 - 01:21 PM, said:

This is an updated version of USER.CON's rundown by me.

Dude, I sent you that. :P

Note that we also support FLAC format audio now.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#11

I had assumed if you placed say PISTOL.OGG loose in the directory it would overwrite PISTOL.VOC defined in the CON this seems to be the case for music...
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User is offline   Jimmy 

  • Let's go Brandon!

#12

View PostHendricks266, on 17 October 2013 - 02:15 PM, said:

Dude, I sent you that. :P

Note that we also support FLAC format audio now.

Whoops. It was just in the MODCons I had written, so I assumed. Sorry bro.
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