Weapon Sound effects

Corpse

Mildly Dipped
How are gun sound effects packed in the acm file, are all the sounds (single, burst, reload, empty) in one acm file or are they placed in individual acm files and grouped by another list; I tried editing the Sound ID on some weapons using the official mapper but they all registered 0 as their sound ID for some reason, I checked the files using FIC and the sounds were OK (they all used different SFX IDs). Has anyone tried adding (not replacing) new weapon sound effects to the game or is there something in the mapper that allows you to define weapon sounds for each attack mode?
 
The sound ID on the LEFT is the sound ID when you use the item.

The sound ID on the Right (in the special "weapon type" box) is the sound used when you shoot.

Look harder and you shall find :)
 
I found the weapon sound effects and it looks like its not possible to add new sounds; I also found the Sound ID does not refer to the Sndlist.lst file but to the third letter on the acm file name which is the ID (Example: Minigun Sound ID: 76=4Ch (4Ch ASCII character = L) so the fire SFX for minigun would be WaL1xxxx1.acm (the second letter on the name is the id for the action ( a=fire, r=reload, etc)). If you look at the mapper you notice the Sound ID box lists ids 0-9 then A-Z and finally some symbols (!, @, #, $, _) so it looks like you can only replace existing sound effects and not add new ones.

Maybe there is a way to work around this and add new sounds, if these sound ids are not defined in any internal list just try naming the new files following the same pattern (if last sfx uses the id _ (5Fh) then use next characters in the ascii table: `, a, b, c, (60h, 61h, 62h) so the new file would be called Wa`1xxxx1.acm, Waa1xxxx1.acm and so on) This would mean you could not use the official mapper to edit the Sound ID on the prototype but you would have to do it with a hex editor.
I haven't tried this but it might be worth to give it a go so if any of you guys know any other way to add new weapon SFX, I would like to hear it.
 
It works fine.. i just added a complete new set of sound for the M60 machine gun.. hehe really great. So it's not really difficult to add new sound ! :) but the alphabetic order must be respected in sndlist.lst and the number is very important too.

here a few more clear informations :

in the soundfile name -> WR`1XXX1.ACM

` is the sound id ascii letter ( `ascii code = 96.. so 96 is the sound ID to use)

WA for attack sound
WH for impact sound
WR for reload sound
WO for fire attempt sound when the weapon is empty (click sound :))

1 = sound for the first fire mode

and the last 1 is for alternate sound


here an exemple for the attack sound of my m60 :

...
WA @2XXX2.ACM
101728
24779
1972
WA`1XXX1.ACM
78714 <- ? if anyone has an idea :P
21878 <- size of the sound file in byte
1974 <- the sound number in the sndlist.lst
WA`1XXX2.ACM
101728
21878
1976

WAA1XXX1.ACM
47184
12090
1978
...

i hope this can help
 
Now we just need to find a good way to fit this right into the editor and everything'll be even better :)

Keep in mind that DOS/FAT/NTFS doesn't allow different case fields with the same name, which rules about 26 possibilities off the bat :P.

Right now I'm guessing the bigger number you mentioned is actually the size of the uncompressed stream. The game'll preallocate a buffer that size to be able to decompress it in there.

Seems _ and T are never used.

While at it, I looked into doors, though O won't bother with colours

SODOORSA

S: Door
O:
O = Open door sound
L = Lock door sound
C = Close door sound
N = Not open sound (try to open it but find it's locked or jammed or whatnot...)
DOORS: part of doors ID
A: IDs available as sounds.

The critter sounds directly match their FRM counterparts in critters.lst
 
Excellent, so it works! :twisted:

If anyone wants weapon sound effects I have a large collection of wav files from old Jagged Alliance and Close Combat mods I made. A lot of them were sampled from many movs I downloaded from a Heckler and Koch website as well as other videos and are of very good quality (14,100 16 Bit Mono).

Let me know if anyone is interested, I might upload some of them to a friends website later.
 
WA`1XXX1.ACM
78714 <- ? if anyone has an idea
21878 <- size of the sound file in byte
1974 <- the sound number in the sndlist.lst


I think the first number is the sample bitrate and it took me a lot of adjusting to make one of my new sounds work, it seems to have trouble if the sound is over 44.100 Hz so I use 22050 Hz 16bit stereo.
 
That's because the ACM player in FO only support 22.1khz... :P

I'm quite certain it's NOT the bitrate... look at the values! It wouldn't make any sense...
 
Unused letters for weapon sounds are:
-_,+*)('[]&%"/.t?>=<;:{|}~
Also, ASCII #32 and #127.
<, | and > obviuosly cannot be used in disk file names, but may be they are valid in DAT-files. Also I am not sure about period (.)

The first number in sndlist is the length of the sound (count of sound samples multiplied by 2).

There is a program, regsnd, that adds new and updated ACMs in sndlist automatically.
 
The unused letters I mentioned were the ones available in the editor and thus which require no fiddling with pesky PRO editors, and more specifically Hex editors.

As another note it might be possible to use the letters in the normal editor -- only in the .txt files it generates rather then in the editor itself. I'll look into it.

[edit]
Yup, it works dandy. Need to rebuild all (F11 w/ librarian=1) once you've edited the txt file though which is a bit annoying.

Glad to see I was right about the "unknown" value though obviously it was already know by you mad russian modders :)

Finally, FAT/NTFS won't allow you to use "/" either.

Characters using the 8th bit should work too... I don't see why even Fallout would have trouble with those, but you never know. The editor sucessfully compiles the PROs from the txt file using it though the value doesn't show up in the editor (since the fonts don't include these values). FAT/NTFS supports it, so I really don't see why it wouldn't work.
 
I have a problem everytime I try to rebuild everything with F11, it always locks the computer up; do I have to place every prototype (items, critters, etc) in the dev/proto folder for it to work?.
 
It looks like you can't use lower case letters for the id (61h - 7a) on new weapon sound effects, I tried adding IDs a and b; a worked but it bugged A (used by 10mm pistol I think) and b didn't work at all.

I also tried the regsnd utility and now mapper won't open any map files, it comes up with the following error message.

Assertion failed: tag== sfxl_list(index).tag.file..\game\sfxlist.c. line 395

Would this be found in the Master.dat?
 
Well, DUH, as I mentioned a few posts ago YOU'RE LIMITED TO THE FILES YOU CAN USE. So lowercase a == uppercase A.

As ABel put it, it MIGHT be possible from within the actual DAT file.
 
Having a few more issues with my sound mod; I added IDs T, _ and ` (56h, 5fh, 60h) now all reload sounds don't work on any weapon.

I guess life is full of these little tradeoffs but did this happen to any of you guys?
 
I never actually tested new sounds personally, just made sure they didn't crash the game, nor editor, sorry.
 
I found an error in RegSnd - sorting of sfx file names was incorrect. So some of special-symbols in filenames could disturb Fallout sound loader.
Fixed version of the utility is here: http://www.teamx.ru/utils/regsnd.rar or http://return0.pisem.net/regsnd.rar (42 Kb).

An interesting thing: both the Mapper and Fallout can rebuild sound list (sndlist.lst) automatically, if this file is removed (from master.dat and from disk).
I think this is more reliable way to update sndlist, than my program ;)
 
That is one of the problems I had with regsound; it kept moving my new sound ID to the end of the list, therefore the weapon sound would not work. Another problem was mapper would not load maps after I added sound effects through regsound.

Thanks for the update and the information about the rebuilding function on mapper, that might fix the problems with reload sounds so I will try it out.
 
Back
Top