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Change sounds of unit without modifying original files?
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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Tue Dec 17, 2019 10:09 pm    Post subject:  Change sounds of unit without modifying original files? Reply with quote  Mark this post and the followings unread

as i understand, moders usually use expandXX.mix files, where they put new files, so if one wants to change sounds in mod simply needs to create own "patch mix" with same named files.
but when in comes to original game units and their sounds, they are much deeper, in language.mix/langmd.mix > audio.bag + audio.idx. and if i add some expandXX.mix with few sounds for original units(same named files) that won't work.
so how can i properly change sounds without modifying original mix'es?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 18, 2019 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Langmd/language mix files are higher in loading hierarchy, so game uses files from those instead of expandmdXX.mix. Ares allows to use files from expandmdXX.mix over lang*.mix and has more provisions for audio files.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Wed Dec 18, 2019 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

well that actually makes it more mystery for me, as i use Ares, and already tried to create expandmdXX.mix with files that have same name as original audios in langmd>audio.bag(in order to keep sound.ini untoched), and game still loaded original sounds..

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed Dec 18, 2019 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares allows additional bag/idx files for audio or those files can be kept loose for testing, check the Ares doc link given earlier. Check if you have got the correct format for the new audio files like PCM or IMA ADPCM stereo 22/44khz etc.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Wed Dec 18, 2019 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

the things is for the moment i'm only editing original audios from langmd>audio.bag with Audacity, so files should be fine. yet i tried creating new .mix with files in it, and even created new .bag+.idx with same few edited files inside and in same .mix - both no effect, still original sounds in game.

i've read info on that link, not much said there, only basic thing that with Ares mixes should "override" old structure.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Dec 19, 2019 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The audio.bag/.idx should not be in a mix.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Fri Dec 20, 2019 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
The audio.bag/.idx should not be in a mix.

do you mean i should put my created audio.bag/.idxsimply in game folder?

that creates double question for me: IF there can be several audio.bag/.idx that audio will be loaded from OR my created audio.bag/.idx must contain all files from vanilla that i still want to have in game? i have a strong suspition that only one pair is loaded, so only audios from that will be in use.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Dec 20, 2019 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

rey wrote:
G-E wrote:
The audio.bag/.idx should not be in a mix.

do you mean i should put my created audio.bag/.idxsimply in game folder?

that creates double question for me: IF there can be several audio.bag/.idx that audio will be loaded from OR my created audio.bag/.idx must contain all files from vanilla that i still want to have in game? i have a strong suspition that only one pair is loaded, so only audios from that will be in use.


ARES supports multiple BAG/IDX files, from audio01.idx to audio99.idx, with the actual data in the corresponding .bag file, if you're using vanilla, extract the Audio BAG/IDX and keep adding to it.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Fri Dec 20, 2019 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
ARES supports multiple BAG/IDX files, from audio01.idx to audio99.idx, with the actual data in the corresponding .bag file, if you're using vanilla, extract the Audio BAG/IDX and keep adding to it.
sorry i'm frustrated..
after your hints i tried to put my created BAG/IDX with few files in game folder = no sounds from vanilla BAG/IDX, but at least my sounds apeeared in game.
then extracted vanilla aidiomd.BAG/IDX from game mix'es and renamed mine to aidiomd2.BAG/IDX thus having two pairs = vanilla sounds back in game, mine gone.

so what is the proper way to have multiple BAG/IDX, and does number structure really allow to have files with same name in BAG/IDXs, but load only those from BAG/IDX with greater number?

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Dec 20, 2019 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can merge your sounds into the original bag/idx instead of keeping them separated... that's how I do it without Ares.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Dec 20, 2019 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use ARES and still use the one BAG/IDX.

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Dec 23, 2019 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

This is what I've already seen on Red Resurrection & MO, In their expandmd##.mix, they have their audio.bag/idx contain the vanilla sounds + the additional ones.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Dec 23, 2019 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks everybody for hints. so there is no way to simply add new mixes with new and "overriding" sounds, one must only extract original files, add own audios replacing those unneeded from vanilla, and create new bag/idx.
well, finally it appears editing sound.ini is more effective in the end.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 23, 2019 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

If you use Ares, then you don't even need to deal with bags/idxes anymore. Ares allows loading wavs directly from mixes into sounds (back at the time I modded YR (2015), this was limited to 22 kHz PCM mono WAV but this might have been fixed since to allow IMA etc.).

IIRC you can't override a bagged entry this way but nothing stops you from using a different filename and update the corresponding ini entry.

_________________
"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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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Dec 23, 2019 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
IIRC you can't override a bagged entry this way but nothing stops you from using a different filename and update the corresponding ini entry.
yeap, override a bagged entry is exactly what i was trying to do, and ini modification with new/renamed sounds in mixes is the solution i'll ought to use.

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