|
Author
|
Topic: Wolf sound problems (still!)
|
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-02-2002 04:41 AM
I,m STILL having problems getting the TR1 wolf howl to convert properly. (I started this topic in the old forum, hopefully some of you will remember, I know Mulf and Skisby replied and I'm sure some others did too). Skisby, I tried Goldwave as you suggested but there was not an option to save as PCM22050HX 16 bit mono, only 4 bit. I tried 4 bit and changed the sound text line to 05 but now there is no sound from the wolf at all. The version of Goldwave I have is 4.25 - is this the correct one or is there a later version?IP: Logged |
skibsy Member Posts: 360 From:London Registered: Apr 2001
|
posted 02-02-2002 06:22 AM
I used Goldwave 4.25 and it worked ok. Open the sound in goldwave and on the file menu click on save as. When the save box opens, in the bottom line where it says 'file attributes' select '16 bit mono signed'.Then i put the new wav into the samples folder, replacing the old one and it worked. I'll send you the wav that i converted....let me know if it works. [This message has been edited by skibsy (edited 02-02-2002).] IP: Logged |
skibsy Member Posts: 360 From:London Registered: Apr 2001
|
posted 02-02-2002 06:26 AM
Sorry...i just noticed you don't have an e-mail adress in your profile. If you can't get the wav to work and want the one i did, let me know if you have an e-mail i can send it to.IP: Logged |
TRoosevelt_26 Member Posts: 658 From:Dig Site KV5, Valley of the Kings, Egypt Registered: Dec 2001
|
posted 02-02-2002 06:52 AM
Where can I get Goldwave 4.25? I want to change sounds for my dog to a wolf, too.  IP: Logged |
skibsy Member Posts: 360 From:London Registered: Apr 2001
|
posted 02-02-2002 07:17 AM
You can get it here: www.goldwave.com  IP: Logged |
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-02-2002 08:53 AM
Yes it worked - thanks Skibsy. The only thing now is the sound is a bit off - a bit low pitch, which I think you mentioned before. I did change dog_hwl line to 05 though. Does your wav file sound exactly like the original?IP: Logged |
TRoosevelt_26 Member Posts: 658 From:Dig Site KV5, Valley of the Kings, Egypt Registered: Dec 2001
|
posted 02-02-2002 08:59 AM
WOW!!! It works perfectly! Thankyouthankyouthankyou!!!!!!IP: Logged |
skibsy Member Posts: 360 From:London Registered: Apr 2001
|
posted 02-02-2002 09:05 AM
Yeah, the sound was too low when i first tried it ,so i messed about with the pitch in the sounds.txt, and found it sounded like the original when it was set to 05.If you've done this and it hasn't changed you need to run the 'SFX_Examples.bat' found in the levelSFX creator folder. When you make sound.txt changes you have to run this to update your SAM and SFX files, so the changes become active. IP: Logged |
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-03-2002 08:51 AM
Yes I ran the bat file, the sound still sounds a little bit husky but it's OK - thanks Skibsy. I've got another one now though, the eagle from TR2. I imported that, put it in the bat slot, it works OK, flies around and even attacks Lara but the sound it makes is that of the motorbike revving!! I'll play around with it and see if I can get it to work but if not I'll be back pleading for help again!IP: Logged |
skibsy Member Posts: 360 From:London Registered: Apr 2001
|
posted 02-03-2002 09:26 AM
The line in my sounds.txt for the dog howl looks like this: DOG_HOWL: dog_hwl VOL90 PIT05 RAD10 #g This sounds to me identical to the original. The #g by the way, in case you're not aware denotes that this is a global sound included in all wads, yours may be different according to which wad you use. Try the above line in your sounds .txt and run the bat file again, see if that improves it. I'll have a go with the eagle and see what happens. IP: Logged |
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-04-2002 01:09 PM
This is my dog howl line: DOG_HOWL:dog_hwl VOL90PIT-05RAD10#c #d #I #l #J #L #T - I think everything is the same except the #g you mentioned. It's a custom wad, I think I based it on the Poseidon wad originally although it's been hacked about a bit. Do you think it would make a difference if I add the #g? If so, can I just add it or do I have to delete one of the others? IP: Logged |
aktrekker Member Posts: 1016 From:WA, USA Registered: Apr 2001
|
posted 02-04-2002 03:21 PM
#g can replace all the others. If a line has #g, it will ALWAYS be included in the wad.
IP: Logged |
Mulf Member Posts: 161 From: Registered: May 2001
|
posted 02-04-2002 06:54 PM
Sorry, I'm a bit late here, but right on time to do some nitpicking.The lines you put in your respective sounds.txt have in fact another difference...it's PIT05 in skibsy's and PIT-05 in SW's. Actually, I don't know whether this results in any audible difference, but as there are some entries in the sounds.txt with dash, and some without, it should possibly be read as "minus". Also, I've got a slight problem concerning dog sounds myself. I've got an Alsatian which barks when it should howl, and makes no sound when it should bark. I haven't tried very hard to solve this problem yet, I just ask in case anybody has a suggestion where I should look for a solution first. IP: Logged |
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-05-2002 12:06 PM
Hi everyone - thanks for trying to help me with this. Mulf I really thought you had found the answer re the added dash so I copied and pasted Skibsy's line into my sound folder, ran the bat file, output and rebuilt the wad (do I need to do this for the sound changes to take effect?) but unfortunately the wolf still sounds the same - like he's got a bad cold. I kept alt+tabbing from the game to the actual wav file and comparing the sounds and they are definitely different. It's OK as it is, I can live with it, but if you can think of anything else I could try I would be grateful.Just as a side thought, how do you actually assign sounds to the object? I mean when I first tried importing/converting the wolf myself it made no sound. The one I have now I got from Kingspyder's wad. Also with the eagle I mentioned before, how is it and why is it attached to the motorbike sound?
IP: Logged |
aktrekker Member Posts: 1016 From:WA, USA Registered: Apr 2001
|
posted 02-06-2002 10:38 AM
Much sound information is embedded in the object animations. But the sound numbers are very different for the different game versions. You have to figure out which sound (if any) actually plays, then find that sound in the sounds.txt file. Replace the sound file named on that line. Or change the name to your own sound file. If no sound plays, the sound number used by the object is not included in your wad. You have to figure out the sound number used in the animation, then enable that sound in your sounds.txt. To figure out the sound number used by the animation, you should be able to use TRViewer. I think it will also let you change the sound number to a different one that is included in your wad. Don't forget to run pcwadsfx to create the SFX and SAM files.
IP: Logged |
SW Member Posts: 92 From: Registered: Mar 2001
|
posted 02-07-2002 01:48 PM
Thanks for replying AKTrekker - I think I'll have to print this out and read it through slowly for it to sink in though! But I'll definitely give it a go.IP: Logged |