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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 06-06-2005, 07:33 PM   #1 (permalink)
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Default New unit voice help

I am currently making a mod for Yuri's Revenge and I thought it would be nice to have the new units use new voices from other games, like Generals. Unfortunatly, I haven't had any success getting the voices to work. I have the voice files in the RA2 directory and the voices coded in as seen below:
[PaladinTankSelect]
Sounds=$vpalsea $vpalseb $vpalsec $vpalsef $vpalseg
Control=random
Volume=85
As you can see, I'm using the Paladin voices from Generals. I have the unit fully coded in and its currently using Grizzly voices as fillers.(With the exception of the select voice) Can anyone tell me what I'm doing wrong? I would really appreciate it.
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Old 06-06-2005, 09:17 PM   #2 (permalink)
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The sound files must be in the game's audio.bag, which is one file containing all the in-game sounds, with their locations identified in audio.idx. That's the only place the game reads sounds from (EVA sounds are the exception).

XCC Sound Editor can create a new audio.bag and audio.idx for you when you add your sounds. To avoid distributing audio.bag with your mod (it is a very large file), use XCC Mod Launcher/Creator, so you need only include your new sound files, and not what everyone has already anyway. It will write these new audio.* files on the user's machine on mod launch.
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Old 06-07-2005, 04:16 AM   #3 (permalink)
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or do what i did and use a bag building program(yes, it is mod launcher, i don't know if olaf released it yet or not, but its a modified version with an --activate command line to install the mod in silent mode. mine simply adds sounds.)
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Old 06-07-2005, 07:52 AM   #4 (permalink)
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It keeps slipping my mind to ask Olaf to add the capability to simply write (copy) pre-made MIX files, retaining their original filenames.
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Old 06-07-2005, 08:08 AM   #5 (permalink)
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doesn't that work already if you place them in the video section?
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Old 06-07-2005, 11:32 AM   #6 (permalink)
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No, MIX files are 'helpfully' shifted into the mix section, no matter what section you put them in. So they end up inside of expandmdXX.mix, where the game won't read them.
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Old 06-07-2005, 12:44 PM   #7 (permalink)
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Isnt there a way for dont letting them enter expandmdxx.mix? I mean, like a manual deacivation tool of the shifts?
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Old 06-19-2005, 05:22 PM   #8 (permalink)
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@Goldeagle
For you I believe the normal Sound Editor > Drag and Drop > Compact >Audio.bag & Audio.idx will be just fine. But if you want to really conserve space, then do Cannis' advise.
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