Electric skin by Aka Tolken of IF Tomatoes
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| Shadowcat |
Posted: Aug 21 2005, 01:27 AM
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Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
I couldn't find much information on the SAIS sound mappings, so I've made a detailed breakdown of what does what. It may not be 100% comprehensive, and it's possible there might be mistakes, but I think it's largely accurate.
For those who are new to this, you cannot give a SAIS mod custom sounds via the modding system, so you must overwrite the standard sounds if you want to change them (which will then affect all mods and the standard game as well). You can, however, create a separate SAIS installation for a particular mod, to work around this problem. Note that all sounds must be in PCM 22,050Hz 8-Bit Mono format. An easy way to convert an existing sound file to this format is to right-click on the file, choose "Record", go to "Save As" (and choose a NEW file-name!) then click the "Change" button at the bottom and select the above parameters, and save the file (this procedure may differ between versions of Windows). Each of these tables is provided as a text file with TAB-separated fields, to ensure that everyone is able to access it. I strongly recommend loading the file into your spreadsheet of choice, however, in order to more easily view the data. The first table is a basic description of every sound file in the game. This is what each sound is used for in the standard game of SAIS. The mappings (see below) may be used to alter a few of these uses (specifically those under the "cards" and "combat" directories), but most of the sounds will retain these same uses regardless of any mods. If modifying the sounds, note that a few are used for more than one purpose (displayed in a comma-separated list in the table). edit: You should probably right-click on the links below and choose "Save Link As", or else the file will simply open within your web browser, and the formatting is not terribly easy to read as plain text. Updated 26/08/2005. Fixed descriptions for music/simulator.wav and music/title.wav, added additional usage for sounds/beep_deselect.wav Attached File ( Number of downloads: 68 )
sounds.txt (6.79 kb) |
| Shadowcat |
Posted: Aug 21 2005, 01:43 AM
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Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
This next table describes the 'SOND' values in items.ini. Changing these values may afford you a limited degree of customisation over the standard sound system.
Note that the audio file a given SOND value maps to depends upon the 'CLAS' of the item. My (untested) assumption is that for each CLAS you are limited to the pre-existing number of possible sounds for any item of that CLAS, which would mean that the only CLAS with more than one possible associated sound is 'Artifacts'. This being the case, most the information in this table is actually redundant, but I've displayed every SOND entry from the original game regardless. It's possible that there are valid SOND values not used in the standard game which might allow more variations (the numbers used are somewhat curious after all), but this is all I know at present. Attached File ( Number of downloads: 72 )
sond.txt (4.79 kb) |
| Shadowcat |
Posted: Aug 21 2005, 01:46 AM
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Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
Finally, the weapon.ini file also contains a few sound mappings that can be modified. Each weapon entry has a SND1 and SND2 value. SND1 indicates the sound made upon firing the weapon, and for TYPE 1 (projectile) weapons only, SND2 indicates the sound made upon projectile impact. TYPE 0 (beam) weapons are instant effect, and have no separate SND2 impact sound.
The Particle Vortex Cannon does not collide with a target, so SND2 does not appear to be relevant in this case. Attached File ( Number of downloads: 60 )
snd.txt ( bytes) |
| SAIS-BIATCH |
Posted: Sep 18 2005, 08:38 PM
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New Captain Group: Captains Posts: 31 Member No.: 7 Joined: 1-September 05 |
hopefully we can change sounds in WW.
if we can then here r tips on making sfx of ure own take sound files and mixe them together, if u want a kool explosion sound mix 3 or more explosion sfxes together. the best (but not so cheap) way to get sounds is by purchasing sound ideas Flash MX or what ever its called. their main page is here www.sound-ideas.com |
| Shadowcat |
Posted: Sep 22 2005, 11:48 PM
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Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
Custom sounds have been confirmed as a feature of Weird Worlds modding, so no worries there.
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