Problems adding new weapon sounds

Discussion in 'Fallout General Modding' started by J_Fred, Dec 12, 2014.

  1. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    I'm using this wiki guide:

    I have a working wav2acm and acm2wav program (which was quite a task in and of itself), however I'm having issues with the regsnd program. I'm assuming it just won't run on Win7. Does anyone know if there is a workaround to using regsnd to include new weapon sounds without manually editing sndlist.lst?

    Thanks for any help!
  2. phobos2077

    phobos2077 Mildly Dipped

    Apr 24, 2010
    regsnd works fine for me under Windows 7 x64. What issues exactly do you have?
  3. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    I downloaded regsnd, and every time I run the application a black box appears for about 1 second and then disappears. Nothing else happens. I'm running it in compatability mode (I've tried 95,98 and XP) with administrative access. I tried to take a screenshot, but it's too quick and I just get an empty screen.

    The wav2acm program in the downloads section did the same thing. I just assumed they were outdated. But I've found a decent acm/wav converter (and vice versa). I just can't get my new sounds into the game (using regsnd).

    edit - Maybe you can answer this for me phobos? Let's say that I just want to replace an old sound with a new one. Maybe the 10mm SMG sound. Is it as simple as finding the corresponding ACMs for single fire, burst and reloading and replacing them with my new ACM files? So instead of creating a new weapon sound, I'm just replacing a current one with a new set. Though right now I'm having trouble figuring out what the second line is in sndlist.lst ("block data")? So even if I do edit sndlist without using regsnd, I don't know how to find the block data for my new file. Size and name are easy, but the walk through doesn't really explain how to find block data (just multiply something by 2, but I need to know what that "something" is).

    Any help would be appreciated!
    Last edited: Dec 14, 2014
  4. Endocore

    Endocore Look, Ma! Two Heads!

    Mar 14, 2010
    I don't know if you have the Fallout 2 Mapper installed, J_Fred, but using it is the much better way to add new sounds. If you delete sndlst.lst from Fallout2\data\sound\sfx and master.dat\data\sound\sfx, then simply running the Mapper will rebuild sndlst with correct values for all sounds found in the \sfx folders (patch and dat).

    Generally speaking, trying to swap existing acms without updating sndlst is a bad idea, though only experimentation would show whether the particular sound you had in mind will cause major or only occassional headaches.

    Even if you edit sndlst in a text editor as suggested in the tutorial you referred to, you'll likely still have some occassional problems, though I would feel pretty confident about this method if you took an existing acm, renamed it for a different purpose, and then copy/pasted the existing sndlst data (not forgetting to update the reference numbers). But why you'd want to do that, I'm not really sure as it seems pointless (you should just change the item proto to use a different acm instead).

    You sound like you were using regsnd correctly, but just to be sure ("a block box appears for about 1 second..."): you were running it from a command line or dos box prompt, right? You can't just "double-click to run" old DOS programs these days.
  5. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    Even when I run it from the command prompt, I'm not sure if anything works. I start the executable (start\directory\regsnd) and the same thing happens. Another black screen pops up for maybe half a second, and nothing. Regsnd is in my SFX folder, my new sounds are there(2 for single shot, 2 for burst), but sndlist.lst doesn't change when I run regsnd.

    I do have the mapper. Can I just add new sounds in the sound/sfx folder, delete sndlist.lst, and have mapper rebuild it from the ground up? If so, that makes it much easier. Does it automatically read my new sounds files (for example WA&1xx1 for a single shot for the new weapon) and create it? If so, why isn't that in the wiki? Seems much easier than having to edit everything via text and then relying on an outside program like regsnd.

    edit - Also, how do I delete file from master.dat? The datexplorer utility only lets me open and view the files. I don't have an option to delete them.
    Last edited: Dec 17, 2014