Fallout 2 mod Help adding sound files to weapons.

Discussion in 'Fallout General Modding' started by V12shear, Nov 23, 2020.

  1. V12shear

    V12shear First time out of the vault

    7
    May 9, 2020
    I've been trying to add new weapon sounds to my Fallout 2 mod but it seems that they don't show up in the ProtoManager. For Example, I've created an attacking sound named (wa%1xxx1.acm) not sure if it is named correctly. I have also made a reloading sound effect named (wr%1xxx1.acm). I have added them to my sndlist.lst file using regsnd.exe and it seemed to work.

    soundsaves.png weaponattack.png weaponreload.png <----This is how they appeared in SNDLIST.LST after using regsnd.exe

    My question is that when I go to ProtoManager and try to select a new sound ID my new sound doesn't appear anywhere in the dropdown. How do I fix this to where I can select my new sounds
    dropdown.png
    It was my understanding that I should use a % symbol as it is not already in use by the other sound IDs.
     
  2. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    your code 37 to type in the Sound ID field
     
  3. V12shear

    V12shear First time out of the vault

    7
    May 9, 2020
    I cant type anything in the dropdown I can only select the options available, and there is no 37(%). I was thinking I would have to change something in one of the .msg files found in text folder. Also, after I convert the .wav files to .acm the sounds get really messed up and is almost twice the length.
     
  4. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    I found this in the tutorials wiki:
    https://falloutmods.fandom.com/wiki/Making_weapon_sounds

    Not sure if you found it already or if it helps at all, but the last section says to edit the proto file with a hex editor.

    Code:
    Step 3Edit
    
    Thus, all files have been prepared (present in the folder and defined). Now we should be able
    to get sounds attached to specific weapons. Open a Mapper from BIS and it will tell you... you
    will be quite wrong. The cause is that the mapper isn't able to see our newly created set of
    sounds. To be precise, it will not see the new name in the list. But it will see them all if we
    register the names by hand. To do so, open any hex-editor used to prototype weapons such
    as 00000011.pro
    Change 0x79 to point to the SoundID of our weapon - 0x25 (i.e. '%' in hexadecimal notation).
    
    That is all. The main problem in which sound files don't play is an error in hand-written files
    (wrong size or incorrect order (sorting)). 
     
  5. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    Been working on this problem today, and looking in more detail at the wiki page I linked, it looks like the % is supposed to represent a variable. So maybe change the "%" symbol to a number.
    I'll post more when I figure out the details.
     
  6. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    Nevermind, now I think the original author meant to use %...
     
  7. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    Ok, I successfully managed to get a sound to play back in game on firing a newly created weapon proto.
    When editing the proto file manually with a hex editor, it looks like 37 is not the right number for "%", and the wiki page is correct with 25...BUUUUT, if using the proto manager 37 appears to work, but you have to enter it manually some how.
    I managed to get this to work by editing the hex file the first time, but you may be able to skip that step, though I'm not seeing how to add sounds to the proto manager list.

    Anybody know how to do that?
     
  8. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    Yeah, for some reason the snd2acm program slows down the file by 1/4. There might be a setting to fix this, but I've just resorted to speeding up the original WAV file in Audacity by 400% or 4 times speed.
     
  9. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
  10. burn

    burn A Smooth-Skin
    Modder

    626
    Apr 22, 2012
    1/4 relation is strange. ACM format supports 44kHz sounds, but F2 doesn't read the header properly and plays them all as 22kHz, so usually it's twice as slow.
    On top of that, snd2acm itself doesn't write correct headers. I wrote a small wrapper around snd2acm that corrects them. But unless the engine is fixed to support higher bitrate, it won't help.
    Incidentally, the situation is the same in Baldur's Gate and other IE games.
     
  11. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    I wrote above that the code 37 should be entered in the SoundID field.
    or open the text editing form "Edit in Text Format" (Alt+T) to find the field weapon_sound_id and enter the code 37 there (25 in hex).
     
    Last edited: Dec 6, 2020
  12. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    The game can't physically support 44KHz.
     
  13. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    For some reason, my attempts produced a sound effect that was at 1/4 speed, so I had to produce a WAV file at 4x speed to get it to play back correctly in-game.
    Is this because the headers were incorrect after using snd2acm?
    How do I use your wrapper to fix the headers?

    I was hoping there was a way to add the new sound set to the drop-down list in the proto manager, since it doesn't appear to read SNDLIST.LST and add the different sounds on it's own like it does proto files.
    But thanks for explaining the "Edit in Text Format" option :)
     
  14. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    So when I go to make sounds using snd2acm, they should be in 22.1khz already?
     
  15. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    А где ты достал конвертер wav2acm который конвертирует acm с частотой 44кгц?
     
  16. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    There is no need to read SNDLIST.LST and add something, you just have to enter the code.
     
  17. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    522
    Oct 29, 2015
    yes
     
  18. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
    I disagree, it appears there is some need for the proto manager to read SNDLIST.LST, at least to make adding new sound effects less confusing. That being said, if you're the one maintaining the proto manager, then this isn't really all that important since there are other ways to update the sound effect as you pointed out.
     
  19. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    301
    Feb 9, 2018
     
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