Posted: Sun Dec 18, 2011 7:24 pm Post subject:
Audio.bag sound limit?! [YR]
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. QUICK_EDIT
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 18, 2011 11:28 pm Post subject:
I never heard about a limit.
In fact I have a bag (not made by me) which has 4274 sounds and weighting 120 MB. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
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. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
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 QUICK_EDIT
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 19, 2011 7:38 am Post subject:
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. _________________ "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... QUICK_EDIT
@daTS: bag like csf, are things to make the modders life harder. The modding friendly TS engine doesn't cares about such useless stuff. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 19, 2011 7:58 am Post subject:
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. _________________ "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... QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
create a 3rd, 4th and 5th campaign available from the main menu
But i think we should stop this TS vs RA2 discussion now, as we all know the pros and cons of each game. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. QUICK_EDIT
I think we did solve that guy's problem. It was bad WAV files or something like that. _________________ KGR | AT
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Discord: theastronomer1836
Steam QUICK_EDIT
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