 |
Forum Info
|
 |
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210
Administrators:
DeeZire, Redemption
There are currently 130 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-24-2005, 04:58 PM
|
#1 (permalink)
|
|
Junior Member
Join Date: Aug 2005
Location: België/Belgique/Belgium
Posts: 23
|
Speech Question
Game: RA2
Is it possible to add custom voices for units? Like you would talk into a microphone, save it on pc and then use your "voiceacting" for a unit in the game?
|
|
|
08-24-2005, 05:40 PM
|
#2 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
|
Yep, not sure where the tutorial is though, TibEd is good for this if that is all you are doing, otherwise, mess with XCC Mixer
|
|
|
08-24-2005, 06:06 PM
|
#3 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
|
Tibed is not good for this.
XCC Mod Creator/Launcher is ideal.
|
|
|
08-24-2005, 06:22 PM
|
#4 (permalink)
|
|
Junior Member
Join Date: Aug 2005
Location: België/Belgique/Belgium
Posts: 23
|
Ok thanks Ill mess around a bit with the xcc utilities you named. atleast now it is possible
|
|
|
08-25-2005, 05:02 AM
|
#5 (permalink)
|
|
Senior Member
Join Date: Feb 2005
Posts: 804
|
the only thing i use XCC mod creator/launcher for in my mod is creating the audio.bag/audio.idx files. its the best there is for it. although, i don't like the program itself for the installer.
|
|
|
08-25-2005, 08:27 AM
|
#6 (permalink)
|
|
Junior Member
Join Date: Aug 2005
Location: België/Belgique/Belgium
Posts: 23
|
I have found the sound editor.
on the XCC homepage it says:
Quote:
Insert
You can insert sounds by dragging a IMA ADPCM or PCM WAV file from Windows Explorer to XCC Sound Editor.
|
a PCM WAV file, is it a normal WAV file or not? Or should I convert my WAV's to somyhing else?
I tried dragging my WAV's into the XCC sound editor but they don't show up thats why I'm asking...
|
|
|
08-25-2005, 09:38 AM
|
#7 (permalink)
|
|
Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
|
PCM is just your bog standard WAV file.
The way I use new sounds is amazingly simple - I just get my WAV, and place it in the "Sound" section of XCC Mod /C/L. Of course, you also need proper sound code... you do know how to do this right?
|
|
|
08-25-2005, 10:35 AM
|
#8 (permalink)
|
|
Junior Member
Join Date: Aug 2005
Location: België/Belgique/Belgium
Posts: 23
|
No not realy no.
I have been looking for a tut but didn't realy find one....
|
|
|
08-25-2005, 11:41 AM
|
#9 (permalink)
|
|
Member
Join Date: Apr 2003
Location: USA
Posts: 31
|
Guess what I have
Adding New Sounds To RA2
Code:
Introduction: This is a brief guide on how to add new sounds to Red Alert 2. It covers adding new infantry voices, and from there the rest is rather simple.
Equipment: Rules.ini, Sound.ini,Sounds,XCC Utilities
Method:
1. First you must make sure your sounds are in WAV format. I've found that any type of WAV I've come across should work. You can insert StarCraft WAV's directly into Red Alert 2 for example. If your sounds are AUD's, use XCC to convert them to WAV files.
2. Open up your sound.ini. You should be presented with a bit of info on the File, and near the begining, a sounds list. Scroll to the end of this list, and declare your Sound catorgaries (Not the names of the WAV files themselves). In this example, I will be adding C&C:TD's Commando Voices. Thus:
685=RAMSELECT ;Rambo Selected
686=RAMATTACK ;Rambo ordered to attack
687=RAMMOVE ;Rambo Ordered to move
688=RAMDIE ;Rambo dying
689=RAMCREATED ;Rambo built
690=RAMGUN2 ;Rambo's gun
691=RAMFEAR ;Rambo when he's under attack
You can use any names here, just make them common sence, and easy to remember
3. Now scroll down a little further, and you should notice indivual entries for each Sound Catogary declared in the above list. Pick a nice piece of estate, and put in catorgaries to match the ones you've listed. In my example
[RAMSELECT]
[RAMATTACK]
[RAMMOVE]
[RAMDIE]
[RAMCREATED]
[RAMFEAR]
[RAMGUN2]
4. See the resemblance to what you've listed? Now, we add some "Meat" to the entries. Add a line which reads
Sounds=
Under each entry, followed by a space, and the names of the sounds for each catorgary.
[RAMSELECT]
Sounds= YO1 YES1 YEAH1
[RAMATTACK]
Sounds= LAUGH1 KEEPEM1 BOMBIT1
[RAMMOVE]
Sounds= GOTIT1 ONIT1 ROKROLL1
[RAMDIE]
Sounds= RAMYELL1
[RAMCREATED]
Sounds= LAUGH1
[RAMFEAR]
Sounds= TUFFGUY1 LEFTY1 CMON1
[RAMGUN2]
Sounds= RAMGUN2
Okay, not lost yet? Good to know. As you can see, its good to have common sence names for your catorgaries.
5. Now, under each line Catorgary, add another line which reads
Control=
Followed by a space. Generaly, all new sounds will have the Control line reading:
Control= random interrupt
To recap, Your entries should now have a "Sounds=" line and a "Control= " line.
[RAMSELECT]
Sounds= YO1 YES1 YEAH1
Control= random interrupt
[RAMATTACK]
Sounds= LAUGH1 KEEPEM1 BOMBIT1
Control= random interrupt
[RAMMOVE]
Sounds= GOTIT1 ONIT1 ROKROLL1
Control= random interrupt
[RAMDIE]
Sounds= RAMYELL1
Control= random interrupt
[RAMCREATED]
Sounds= LAUGH1
Control= random interrupt
[RAMFEAR]
Sounds= TUFFGUY1 LEFTY1 CMON1
Control= random interrupt
[RAMGUN2]
Sounds= RAMGUN2
Control= random interrupt
6. Finaly, under each catorgary, we're going to add a line which reads
Volume=
Then a number between 0-100. 90 is generaly good for infantry voices.
[RAMSELECT]
Sounds= YO1 YES1 YEAH1
Control= random interrupt
Volume=90
[RAMATTACK]
Sounds= LAUGH1 KEEPEM1 BOMBIT1
Control= random interrupt
Volume=90
[RAMMOVE]
Sounds= GOTIT1 ONIT1 ROKROLL1
Control= random interrupt
Volume=90
[RAMDIE]
Sounds= RAMYELL1
Control= random interrupt
Volume=90
[RAMCREATED]
Sounds= LAUGH1
Control= random interrupt
Volume=90
[RAMFEAR]
Sounds= TUFFGUY1 LEFTY1 CMON1
Control= random interrupt
Volume=90
[RAMGUN2]
Sounds= RAMGUN2
Control= random interrupt
Volume=90
7. Now, our work in the Sound.ini is done. Now scoot over to the Rules.ini. In this example, we've imported new voices for an infantry unit, so we'd add the following lines to it's code
CreateSound=RAMCREATED
VoiceSelect=RAMSELECT
VoiceMove=RAMMOVE
VoiceAttack=RAMATTACK
VoiceFeedback=RAMFEAR
DieSound=RAMYELL1
Then to his weapon we'd add
Report=RAMGUN2
8. And thats it. You should use XCC to import the Sounds using sound editor, to test your work.
Notes:
To make a sound heard by all players, such as RMBO's laugh, we could add the line
1 Open XCC Mixer.
2. Go to Launch -> XCC Sound Editor
3. Drag your sounds (they must be converted) into the the box that has al the sounds in it.
4. Push compact.
5 push ok.
Type=global
To his create sound. There is much more you can do in the way of sounds, but this should cover all the basics
- Father Kane
|
|
|
08-25-2005, 11:51 AM
|
#10 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 06:54 PM.
|