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  When I replace a sound effect with one of my own, in-game it doesn't play! NEED HELP!

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Author Topic:   When I replace a sound effect with one of my own, in-game it doesn't play! NEED HELP!
hteS
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Posts: 429
From: Stockholm, Sweden
Registered: Aug 2001

posted 10-06-2001 03:35 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Title says it all.

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We are the vampires of TRLE!

All your level are belong to us!

E-mail the leader: ganon93@hotmail.com !

Or if you speak swedish, visit the

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hteS
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Posts: 429
From: Stockholm, Sweden
Registered: Aug 2001

posted 10-06-2001 06:57 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
*bump*

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jeffrey van oort
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From:Monkey Island
Registered: Jun 2001

posted 10-06-2001 07:14 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
convert your sound to wave and make sure your sound f..... is the same as the original tr4 sounds.

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Hit the monkey and you'll get 20$

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hteS
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From: Stockholm, Sweden
Registered: Aug 2001

posted 10-06-2001 07:19 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Everything in my file is the same as the other TR sound effects. When I trigger the sound, it makes a small noise instead of the sound effect.

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jeffrey van oort
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From:Monkey Island
Registered: Jun 2001

posted 10-06-2001 07:25 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
change the id or what ever it's called.
Download mp3towav.
this program helps.
(Don't ask me where you can download this)

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Hit the monkey and you'll get 20$

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DUDEcroft
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From:Toronto, Ont, Canada
Registered: Mar 2001

posted 10-06-2001 07:27 AM     Click Here to See the Profile for DUDEcroft     Edit/Delete Message   Reply w/Quote
Is the sound a audio that you would trigger or a sound a baddie might make??

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DUDEcroft

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hteS
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From: Stockholm, Sweden
Registered: Aug 2001

posted 10-06-2001 07:27 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
It's the explosion that is connected to Flipeffect 11 (shaking the screen with an explosion sound effect)

quote:
Originally posted by jeffrey van oort:
change the id or what ever it's called.
Download mp3towav.
this program helps.
(Don't ask me where you can download this)


What is mp3towav?

[This message has been edited by hteS (edited 10-06-2001).]

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hteS
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From: Stockholm, Sweden
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posted 10-06-2001 07:57 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Solved it! I made it a CD track!

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Mulf
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posted 10-06-2001 08:55 AM     Click Here to See the Profile for Mulf   Click Here to Email Mulf     Edit/Delete Message   Reply w/Quote
What you describe is rather a circumvention of than a solution to the problem.

You have been lucky though, because when I tried replacing the existing sounds from the ‘samples’ folder, tomb4.exe crashed to desktop on loading the game, rather than merely refusing to play the sound.

The sounds are stored as .wav files, compressed in PCM format, 22.050 kHz, 16 bit, mono. You can use the Windows Audio Recorder to convert your files to that format, but whether or not I run pcwadsfx.exe, the game will inevitably crash. So what’s the deal here. Anyone?

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Conan the Barbarian
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From:Basingstoke, Hampshire, England
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posted 10-10-2001 03:43 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
In the manual

P64 refers to -

Samples Folder (standard 22khz wav files)

P65 refers to -

Audio Folder Audio tracks (MS-ADCPM 44khz wav files)

When I look at Magnum.wav in the Ms Sound Recorder under File | Properties it says: PCM 22,050 Hz, 16 Bit, Mono

The Audio folder files report Microsoft ADPCM 44,100 Hz, 4 Bit, Stereo

However I have changed the magnum to another sound - same name, apparently correct format, and I did rebuild the sounds using pcsfxwad.

The game kept freezing at the load screen

When I reverted to the originals and pcwadsfx'd etc. all worked.

I'm wondering if maybe the sounds are actually ADPCM 22,050 Hz, 16 Bit, Mono ??

Anyone made this work properly - if so please post complete [ idiot ] instructions

TVM

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Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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Raider of Tombs
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From: The mining ship Red Dwarf
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posted 10-10-2001 03:55 PM     Click Here to See the Profile for Raider of Tombs     Edit/Delete Message   Reply w/Quote
hope this helps a bit: 003888.html

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Conan the Barbarian
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From:Basingstoke, Hampshire, England
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posted 10-10-2001 04:19 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
Thanks for the link - But that's relaiting to 44KHz Audio files.

The problem is with the 22KHz SFX clips

Anyone know the definitive answer to this???

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Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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aktrekker
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From:WA, USA
Registered: Apr 2001

posted 10-10-2001 04:34 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
The sound effects are not in the audio directory, but in sound/samples. But they are the same format, PCM, 22050, 16 bit mono.

How long is your sound effect? Did you add a line to sounds.txt? Or just replace the existing filename?

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Conan the Barbarian
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From:Basingstoke, Hampshire, England
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posted 10-10-2001 04:57 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
The original files used in investigation were as installed from the TRLE CD:

C:\Program Files\Core Design\trle\audio\000.wav
3.13 sec
139264 bytes
Microsoft ADPCM 44,100 Hz, 4 Bit, Stereo

C:\Program Files\Core Design\trle\sound\Samples\magnum.wav
0.54 secs
24150 bytes
PCM 22,050 Hz, 16 Bit, Mono

The test sound to replace magnum.wav was:
phaser.wav
0.22secs
4970 bytes
PCM 22,050 Hz, 8 Bit, Mono

After conversion this is
phaser.wav
0.22secs
9940 bytes
PCM 22,050 Hz, 16 Bit, Mono

This was added to C:\Program Files\Core Design\trle\sound\Samples\ as magnum.wav

I used pcwadsfx to rebuild the samples

The game engine crashes on load

I haven't edited sounds.txt so far

------------------

Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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aktrekker
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Registered: Apr 2001

posted 10-10-2001 05:56 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I assume that after you ran pcwadsfx you rebuilt your level. Well, that's probably a dumb question, but thought I'd ask.

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Conan the Barbarian
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From:Basingstoke, Hampshire, England
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posted 10-10-2001 08:33 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
As I always tell my students - "The only dumb question is the one you don't ask, because it will never get answered"

I honestly can't remember - it was about 4 a.m.

1] I definitely didn't change the sounds.txt file.

2] I definitely did do the pcwadsfx bit

3] I definitely did do a level rebuild

But 2 and 3 may have been the other way round

I'll try again and post either way - success or not


------------------

Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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Conan the Barbarian
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From:Basingstoke, Hampshire, England
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posted 10-10-2001 11:07 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
If I replace one TRLE SFX with another, rebuild the sounds, then rebuild my level it works - really funny to have the magnums oinking!

But if I convert another non-TRLE wav sample to what is purportedly the same format and do the same it won't work - it hangs tom4.exe at the initial load screen.

C'mon guys 'n' gals, no-one used custom soundFX samples???

------------------

Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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aktrekker
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From:WA, USA
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posted 10-11-2001 01:39 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
Maybe one of these threads should be closed.

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Fearful Symmetry
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Posts: 18
From:Ten Forward
Registered: Sep 2001

posted 10-11-2001 05:21 PM     Click Here to See the Profile for Fearful Symmetry   Click Here to Email Fearful Symmetry     Edit/Delete Message   Reply w/Quote
You need some audio conversion sw, like jukebox, with which you reformat sound file content, so that its size,length,freq, an pitch, conform to the limits of the program playing them.
for when they dont, the main prog cant process them.

having a decent sound card also helps.

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