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Audio.bag sound limit?! [YR]
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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Dec 18, 2011 7:24 pm    Post subject:  Audio.bag sound limit?! [YR] Reply with quote  Mark this post and the followings unread

I'm trying to add new sounds to audio.bag, but I can only add about 22 files. I've seen and played mods with at least 50+ new sounds, so apparently there's no limit. I've added 21 unit voices and 1 weapon sound, but after that I can't add any more. I try to drag-and-drop some new sounds into the .bag just like normal, but it doesn't work. There's no errors or crashes. It just doesn't do anything. Confused

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Dec 18, 2011 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

What is a .bag?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 18, 2011 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, there is a limit. Though I dont recall the exact amount. But you should be able to add more than 20 sounds. I think I have added around 60 or so before it I hit the limit. I dont feel like counting every sound in the .bag file to be exact on the limit either.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 18, 2011 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I never heard about a limit.

In fact I have a bag (not made by me) which has 4274 sounds and weighting 120 MB.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Dec 18, 2011 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just counted (but I have a quicker way of counting) and I have added 232 sound files (lots of unit voices) in my mod and continue to add.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 18, 2011 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

wierd. I wonder why it stops some of us from adding more to it. Confused

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Dec 19, 2011 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm around a few hundred new sound effects with no troubles either.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Dec 19, 2011 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

2,000+ & Counting (Evolution). Your limit appears to be non-existent...

Last edited by Aro on Mon Dec 19, 2011 12:31 am; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Dec 19, 2011 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

o.k. I found some insight to the problem at hand. It seems even though some audio files are indeed labled .wav they are either corrupted and/or invalid "true" .wav files. And some use other types of codecs used to compress them that xcc dosent recognize and will refuse to let you drop them in the audio bag. So this fixes my problem, I hope it fixes yours too. I was able to add another 43 files after fixing the .wav files. Smile

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Mon Dec 19, 2011 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Just fixed the files & re-dropped them (along with the new ones I was trying to insert) into the audio.bag and it worked! Thanks so much. Smile

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Dec 19, 2011 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

WHAT THE FUCK IS A .bag?! XD

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Dec 19, 2011 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Technically any limit to it is so high that none of you reach it too soon and yes,
XCC does perform checks on the input wavs to make sure only valid formats are inserted
that are supported by the audio bag system, else nothing happens in the drag if something is wrong, even if only slightly.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 19, 2011 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

daTS wrote:
WHAT THE FUCK IS A .bag?! XD


Mod RA2, meet using WAVs in bag/idx. It's not wacky TS with wacky AUD. #Tongue

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Dec 19, 2011 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
daTS wrote:
WHAT THE FUCK IS A .bag?! XD


Mod RA2, meet using WAVs in bag/idx. It's not wacky TS with wacky AUD. #Tongue


Oh. makes sense. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2011 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

moved.

@daTS: bag like csf, are things to make the modders life harder. The modding friendly TS engine doesn't cares about such useless stuff. Wink

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 19, 2011 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Honestly... while CSFs and BAG are RA2's wacky sections, I found them much more useful then AUD, because LB can merge TXTs into a CSF and Ares allows me to loose wav.

Also, I wouldn't call TS modding friendly when it dies because it marks every fourth mix corrupted unlike RA2. #Tongue

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2011 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I haven't had a corrupted mix for years. I guess only Ra2 modders use the sloppy methods to create mix files, by constantly adding and removing single files from a mix, which messes up the index and creates oversized and corrupt mix files. #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Dec 19, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

WAVs beat AUDs hands down.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2011 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

not concerning compression, filesize (which is better/smaller on aud) and quality (which is the same imo).
The only advantage of wav is the possibility for different sound formats and not only 22050Hz, 16Bit, mono. But i'm not sure if RA2 would even understand different formats like a wav with 44100Hz, 16 Bit, stereo.

I admit RA2 has many advantages over TS, but it also has many new useless things which only make the game slower, the loading times longer and modding harder.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Dec 19, 2011 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Modding RA2 is easier than TS. Fewer limitations. Also Ares.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2011 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

create a 3rd, 4th and 5th campaign available from the main menu #Tongue

But i think we should stop this TS vs RA2 discussion now, as we all know the pros and cons of each game.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Dec 19, 2011 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO please, you are embrassing yourself a little with your ra2 knowledge, it is a bit of a leap to call some things useless if they are a little more inconvenient in modder sense.

Yes CSF is more inconvenient for modders (but then ares made a bypass) but there is reason it was made, to ease up the localization by changing a single file than alter rules and still try keep sync with different rules files...

and again, audio bag was made with same idea in mind IMO, to offer convenient two file replacement to instantly deliver different region voices (like russian) into different region releases besides potential seek-up time reduction for the audio events holding them in one place.

RA2 supports full khz range (or any khz probably) thanks to wavs, be it in bag or plain wavs and both mono/stereo for all khz combinations, using pcm or the adpcm compress like AUD. Sure AUD 22050 vs wav 22050 can win slightly 1-2kb in size perhaps due to lack of content chunking in the audio data but same reason means seek play outside of game is just not too great at all.

If RA2 guys are concerned on beating aud in size, they can go 16000khz mono compressed or even lower but of course its always more quality detrimental so not something ideal.

AUD was a bad idea as a audio format by westwood and gladly they discarded it within few games due to its severe limitations.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2011 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

why didn't they kept using LangRule.ini and instead invented a complete new and bad readable/editable format?

IIRC when i converted wavs to aud, the aud was always only half the size of the wav.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Dec 19, 2011 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

AUD only accept PCM wav input (uncompressed) thats why
using wav adpcm, you get same size. Consider WAV as an wrapper really, basic wav is always pcm or the compressed many variants held in it.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Tue Dec 20, 2011 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lolwut? How'd this turn from a problem I had into a rant-'n-rave about whether TS or RA2 is more mod-friendly? :\ *smh*

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Dec 20, 2011 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 rocks.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Dec 20, 2011 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
RA2 rocks.


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 21, 2011 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I prefer the way my stuff looks in TS, I prefer the way my stuff plays in RA2/YR+Ares.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Dec 21, 2011 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
I prefer the way my stuff looks in TS, I prefer the way my stuff plays in RA2/YR+Ares.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed Dec 21, 2011 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer mods from either game that can do something original gameplay wise and art wise.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Dec 21, 2011 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
I prefer mods from either game that can do something original gameplay wise and art wise.



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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Dec 21, 2011 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer that we solve this guy's problem. Because clearly audio.bag only has problems with some people.

Buzzkill to the agreements so I will say that...uh C&C is fun.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Dec 21, 2011 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think we did solve that guy's problem. It was bad WAV files or something like that.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 21, 2011 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
Buzzkill to the agreements



Volgin wrote:
I prefer mods from either game that can do something original gameplay wise and art wise.


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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Dec 22, 2011 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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