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.wav to .aud help
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Dii
Vehicle Drone


Joined: 18 Jan 2011
Location: behind a ; deep in your .ini 's

PostPosted: Thu Jan 27, 2011 2:01 am    Post subject:  .wav to .aud help
Subject description: the Tutorials didnt help
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Hello there again, im trying to get a wee bit more technical in my mod and add a few sounds to a unit I made.

however I have no idea how to get a .aud sound from a .wav .

Ive downloaded winamp, and when i eventually found the file converter (after using the plugin from the Tutorial Factory thread but it didnt show up in the conversion list.



ive looked for other converters that maybe could have helped and they didnt.

also Audacity doesnt have an option to export as .aud either.

*sigh* pelase help Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 27, 2011 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Make sure the wav is in 22050kHz, 16Bit, Mono
Open XCC Mixer.
Right click on the wav.
Choose "Copy as AUD".
Insert the aud in a mix.
Insert the aud in sound.ini.
Use it on a unit/weapon.
Hear it ingame.



wav2aud.png
 Description:
 Filesize:  10.49 KB
 Viewed:  4044 Time(s)

wav2aud.png



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Dii
Vehicle Drone


Joined: 18 Jan 2011
Location: behind a ; deep in your .ini 's

PostPosted: Thu Jan 27, 2011 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you for the last peice of info...

Ok, ive gotten to another roadblock

heres what ive done so far,

I made a new mix archive called SBH04.mix,
I added all 25 new sounds to this .mix
I extracted sounds01.ini from expand01.mix
I placed all the sounds in the number listing, using unused numbers from 401= to 425=
I set the priorities of each sound in the lower section of this sound01.ini
I added the sound names to appropriate unit in the rules.ini file



I opened the game on firestorm and checked to see if there was sound, but there was no sound from this unit.

where have I gone wrong? Smile[/img]

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 27, 2011 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't invent new mix filenames!
The game only reads ecacheXX.mix, expandXX.mix (XX = number between 00 and 99; though 01 is already used by firestorm expansion) and some other mix files with defined names.

Thus rename your SBH04.mix into ecache02.mix and it should work fine.

For more info read the newbie guide in modding and a complete list of the files the game loads you can find in CCHypers Tiberian Sun Engine Talk topic.

However you should stick to editing/adding ecache and expand mix files, as it isn't wise to edit the original mix files, except you definitely know what you're doing.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Dii
Vehicle Drone


Joined: 18 Jan 2011
Location: behind a ; deep in your .ini 's

PostPosted: Thu Jan 27, 2011 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

woooow.... Surprised

it worked! Very Happy

whoo hoo!

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