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The time now is Thu Apr 18, 2024 11:49 pm
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Anyone feel like making a dedicated audio.bag/idx tool?
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 13, 2022 5:39 am    Post subject:  Anyone feel like making a dedicated audio.bag/idx tool? Reply with quote  Mark this post and the followings unread

To preface: I suspect some of my glitches are related to sound, that is when playing a long game, often one or more sound will not play. Today's example, I made a helicopter late game to get engineers past an army, but the rotor sound effect didn't play at all. I added a bunch of new sounds today before my test game, so it might be related, or it might be a glitch elsewhere that manifested by screwing up sound playback on this particular unit. This has happened before, where I've edited or just compacted the sounds with XCC Mixer, only to be greeted with weird game behaviour after.

I also noticed that a missing wave in the audio.bag can result in graphical glitches, like a referenced resource that isn't there, shifts other resources incorrectly in memory. The common result in my mod is that something will display snow art on a non-snow map, sometimes the building, sometimes an animation on the building. Missing files isn't generally a problem, since my SoundCheck script will find those, but it can't tell me if the audio.bag has all the correct contents/headers/offsets/etc.

Anyway, I'm beginning to think XCC Mixer's sound editor is as flawed as the mix editing code. Since I know no one wants to touch XCC's codebase, the best would be an independent tool...  who knows maybe a new implementation will actually discover flaws in XCC's method?

Something similar to XCC Mix Editor would be a good start, provided the creation of audio.bag is flawless, but ultimately there's a whole lot that could be done with the tool. Aside from sanity checking, it could load the contents of sound.ini and give you an easy way to list sounds used by the object, and automatically select them in the .bag for you to rename or delete as you need. Automatically grouping the wave files so you could listen to them all with an integrated player would be awesome, instead of having to find the files by their ID. Another great option would be the ability to re-encode a wave to say IMA 4-bit 44khz from whatever bitrate it is, meaning extract and re-insert the new wave, without going through file manager and external wave editor.

I have ideas if anyone is willing to give it a go Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 13, 2022 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares added the ability to place sounds inside a mix file instead of a bag, greatly simplifying things.

As such most modders dont use the audio.bag/idx anymore, so I'm doubtful there would be much interest/use for a new bag editor :/

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 13, 2022 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno, I still see a proper editor with more managerial ability over the resources as being valuable. It really comes down to how powerful and intuitive it can be, it might actually encourage people to use it.

As I said in my scripts thread, my SoundCheck helped me delete like 10mb off the audio.bag, and if I was willing to remove more unused WW sounds, I could shave even more.

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Overmind
Rocket Infantry


Joined: 05 May 2022

PostPosted: Thu May 19, 2022 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree that there should be and advanced .bag editor.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 22, 2022 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ideally with a built-in sound.ini editor, so that you could create a new object, drag some waves into it, and have it fill out the code with the Sounds= list automatically, plus some default values.

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