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Old 25-05-19, 19:40   #29
b122251
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The sounds are called from their ID's. These are the same across TR2 and Golden Mask. So the executable doesn't need to be edited at all. Then in the SoundMap, these are tanslated into SoundDetails entries, and in those, the actual number of the sample is decided. So all you need to do is go through all five levels of Golden Mask, and for every single used sample, you need to change the SampleIndex in the SoundDetails struct from the ones used in golden mask's main.sfx to the one used by tr2. This would actually be quite a lot of work.

Last edited by b122251; 25-05-19 at 19:42.
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