24-11-06, 14:46 | #1 | |||
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Sound issues
Audio The LE uses two different sound types: Audio and sound effects . Audio The audio files are located in the TRLE/Audio folder and they are in *.wav format. The audio files are basically background music, like background ambience, thrill music, mysterious music and offcourse the well known secret tune. The files are numbered 000 to 111. You can replace existing files with new ones or you can add files. TRLE only came with a couple of audiotracks, but the LE won't accept files with numbers higher than 111! It simply won't recognise any numbers higher than 111.wav and the audio won't be played ingame even when it is triggered correctly in your project. WAV Format: Microsoft ADPCM 44100 kHz 4 Bit Stereo Activation: The audio files need to be activated with a trigger. Open the trigger type window and choose CD in the trigger box. Put in the number of the audio file you want to be triggered in the box next to it. Audio files can only be played once in a level. Exceptions are 005.wav (secret tune) and the background audio loops. Unless... you change the codebits of the trigger. You can trigger an audio track to play up to six times when you adjust the codebits of the first trigger for that particular audio track. The below images shows you how to set the codebits. The image is taken from the manual. The numbers in the top row indicate how many times the track can be triggered. For example: If you want to play the track 3 times during the level you will only need to click codebit 2 . (It turns black when clicked) Note 1: The above information applies to the original TRLE. When you are using TRNG, you can trigger audio as many times as you want through flipeffect triggers. TRNG also allows for different audio formats, like all WAV formats and MP3 and OGG. TRNG also allows for playing two different tracks at the same time, one on channel1 and one on channel2. Note 2: Quote:
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Last edited by Titak; 11-12-17 at 19:27. |
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24-11-06, 14:47 | #2 | ||
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Joined: Jul 2003
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Sound effects Sound effects are the sounds Lara makes, like her footsteps, grunts, gunfire, etc. But also all other sounds an animating object, like a trapblade, or baddies make. These so-called soundsamples are located in the TRLE/Sound/Samples folder. Format: PCM 22050 kHz 16 Bit Mono The game can crash if the format is wrong! You can use Windows Sound Recorder to save a sample in the right format. But I've had problems with this myself (the sample seemed to have been saved in the right format but it still wouldn't play or the game crashed) and I now use Cool Edit 96. Works like a charm! Activation: A soundeffect is activated by assigning the sound to the wad AND the object. When you add a new object with sound to your wad using WADMerger the sound will usually automatically be added to your wad. If this does not happen or if you have been creating your own objects you need to manually add the sound to the wad. To do so you need to edit the Sound.txt. Sound.txt The sound.txt contains all sounds used by the LE and it is located in the TRLE/Sound/LevelSFX Creator folder. I've coloured the text on the screenshot to make the columns I'm describing below more visible. First column (LARA_FIRE) is a description of the sound. This can be changed as you see fit. Second column (magnum) contains the name(s) of the associated samples. You can simply assign a new sound to an object by changing the name of the sample in this column. Third column (VOL75) indicates the volume of the sound. The higher the number, the louder the sound will be ingame. If the VOL is not set you won't be able to hear the sound ingame. Fourth column can contain the letters: P, V, R, L - P = Pitch: A sound with V will have a random slight pitch change each time it is played. - V = Volume: A sound with V will have a random slight volume change each time it is played. If you carefully listen to the shotgun sound ingame you will notice that not every shot sounds the same: the LARA_SHOTGUN line has V assigned to it. P and V are used in cases where a sample tends to be repeated very often, which would sound too mechanical if it were repeated exactly the same way all the time. - R Radius (WRONG! This is what we initially thought. Read further down this post for new info.) - L Stands for looping . This needs to be assigned if you want a sample to play over and over again (=loop) The WATERFALL_LOOP line has an L assigned to it. fifth column can contain the letters CH followed by a two digit number. - CH is the chance of the sound to be played when triggered. The smaller the CH number the less it will be played. If no CH is included in this column the sound will play every time it is triggered. Example: CH is assigned to Lara's climbing grunt: you don't hear it all the time when she is climbing. Sixth column contains the PIT of the sound, which stands for pitch. PIT followed by a positive number raises the pitch, PIT followed by a negative number lowers the pitch. Leave the PIT out and no pitch change will occur. Seventh column contains the RAD values. RAD stand for radius/range . This value determines from how far away the sound can still be heard. The higher the number the further away the sound can still be heard. The rollingball and spikes for example have a RAD of 26, which makes them heard from very far away. Normal sounds have RAD06. eight and last column contains a series of letters preceded by a #. These letters are associated with wads. The letters are case sensitive, so a is not the same as A. Quote:
Converting the oldfashioned way Once you have edited the sound.txt you need to convert it into new .sfx and .sam files. If you are running the LE on XP and if you are using one of the letters listed above you can do this by simply double clicking the SFX_Example.bat in the TRLE/Sound/LevelSFX Creator folder. The new files will automatically be placed in the Wads folder. If you are using a custom letter sequence (eg I'm using hm for my levels) you need to use the DOS Prompt to convert the sound.txt file. The manual says: "From the LevelSFX Creator directory type the following DOS command: pcwadsfx settomb c. Of course, use the WAD (along with its associated letter) you wish to change." Settomb being the name of your wad, c being the letter or letter combination associated with your wad. Once converted you need to put the new files into the Wads folder. Convert the tom file of your wad and if all has been done correctly you will hear the changes you have made! Many thanks to Idealist, Geckokid and Mulf for the info on sound samples! Adding sounds using WADMerger You can also add sounds to your wad by using WADmerger's Sound Manager. - Open your wad and click the Sound Manager button. A small window will pop up with a list of the soundeffects. - Scroll down to locate the sound effect you want to add and check it by clicking on the small white box in front of it. - Save the wad. Keep in mind that you can only ADD sounds to a wad with WADMerger. You can't remove them. To remove sounds from you wad you need to edit the sounds.txt like described above. Also, WADMerger Sound Editor tends to be buggy. So, use at your own risk. Converting with Screamer: You can use SCREAMER to open a sounds.txt file and you can then edit it like you would do the manual way. So add sounds by assigning your level letter(s) to the sound, change the name of the sample it should use, change pitch, volume, etc. Then save the sounds.txt and output the wad. Screamer will then create new .SAM and .SFX files for your wad, which it places in the Screamer Output folder. All you have to do then is move the new files to your wad folder and rename them if you haven't given the wad a name in Screamer. Converting with TRLE Sound Editor: Screamer does not always work on Windows8 but sapper made this great new sound editing tool called TRLE Sound Editor. With it you can open the sounds.txt and edit it like you would do the manual way. The converting is done by the program itself, just like with Screamer. Converting with SFX Manager Magplus also made a program with which you can edit and convert the sounds.txt file. Note 1: Remember that you do not have to use the letters mentioned in the list above. You can use your own letter or letter combination. Just make sure you include/assign this letter or letter combo when converting and all lines with that letter(combo) will be added to your level wad. Note 2: If you are using a lot of custom sounds and if you are using a lot of different sounds per level, it can happen that you do not have enough slots/room for all levels in one sounds.txt. Well, no problem, use one sounds.txt per level for example. I'm not sure if the oldfashioned way of converting allows for different names for the sounds.txt, but Screamer, TRLE Sound Editor and SFX Manager surely can handle them. Simply open the Sounds-06KA2.txt (This is what the sounds.txt for one of my MoA2 levels is called), edit it and convert. In this case it is easiest to only assign "g" and your custom letter(combo) to the slots. Here's an example of part of one of my sounds.txt files, Sounds-06KA2.txt, lines 60 to 82: Code:
UNDERWATER: undwatr VOL40 L PIT00 #g UNDERWATER_SWITCH: uw_swt VOL80 P #KA LARA_PICKUP: lara_aha VOL40 RAD13 #g PUSHABLE_SOUND: l_pshst VOL35 L PIT-20 RAD10 #KA DOOR_GENERAL: gen_door VOL80 P V PIT20 HELICOPTER_LOOP: l_moa_ratll VOL40 L RAD10 #KA ROCK_FALL_CRUMBLE: sk_die_effect VOL50 RAD10 #KA ROCK_FALL_LAND: sk_die_effect VOL70 PIT10 RAD10 #KA PENDULUM_BLADES: polesrise VOL50 RAD08 STALEGTITE: splash2 splash3 splash4 VOL35 RAD07 #KA LARA_THUD: lar_th1 lar_th2 VOL50 P V PIT-10 #g GENERIC_SWOOSH: swoosh1 VOL45 P V RAD10 #g GENERIC_HEAVY_THUD: gen_thud VOL80 P PIT-50 RAD10 #g CROC_FEET: fl_kick01 fl_kick02 fl_kick03 VOL40 P V PIT-10 RAD10 #g SWINGING_FLAMES: polesrise VOL40 RAD08 STONE_SCRAPE: spinhook VOL90 PIT-50 RAD10 BLAST_CIRCLE: hand_pl1 hand_pl2 hand_pl3 VOL20 RAD08 #KA BAZOOKA_FIRE: polesrise VOL30 RAD08 HECKLER&KOCH_FIRE: d_eagle3 VOL50 RAD13 #KA WATERFALL_LOOP: l_wfall VOL25 L RAD08 #g CROC_ATTACK: landing2 landing3 VOL55 PIT00 RAD10 #g CROC_DEATH: splash_waterfall VOL40 P RAD10 #KA PORTCULLIS_UP: gate3 VOL50 RAD10 The purple entries are custom sounds. TRLE Sound Editor marks custom sfx names in purple. NOTE 3: Quote:
Last edited by Titak; 11-05-18 at 16:43. |
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