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tiny sound mod - 11/19/2016 7:48:26 PM   
AstroCat


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I have a zillion SFX laying around so I tweaked a few sounds. Credit to all the original creators, honestly I can't remember all the original sources, some might be from earlier SC mods, although I did make a couple of them myself. I'll keep adding to this over time.

Not a big deal, but thought I'd share.

Version 6
http://www.mediafire.com/file/2u731wnjw2979j0/AstroCat_sound_mod_6.rar




< Message edited by AstroCat -- 12/11/2016 11:35:27 PM >
Post #: 1
RE: tiny sound mod - 11/19/2016 10:07:21 PM   
sPzAbt653


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Thanks for these, can never have too many sound options !

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RE: tiny sound mod - 11/19/2016 10:08:44 PM   
Capitaine

 

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What kind of sounds does this include? Just sfx or something more novel?

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RE: tiny sound mod - 11/19/2016 10:17:03 PM   
AstroCat


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Just some new sound effects, I'll keep adding to it...

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RE: tiny sound mod - 12/11/2016 11:35:15 PM   
AstroCat


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Updated a bit, some new explosions, better mix, etc...

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RE: tiny sound mod - 12/14/2016 11:23:43 AM   
reggimann


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Works for me, thanks AstroCat!

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RE: tiny sound mod - 2/13/2017 5:03:45 AM   
Hairog


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How do you go about editing the sounds for the units? I have a bunch of jets that sound like Piper Cubs.

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RE: tiny sound mod - 2/13/2017 8:26:58 AM   
TheBattlefield


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quote:

ORIGINAL: CptEggman

Works for me, thanks AstroCat!

Works for you??? How did you get the new sounds into the game, mate? Settings in the Campaign.ini have no effect for mod sound files. Did you change the vanilla sounds in the main folder?

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RE: tiny sound mod - 2/14/2017 10:56:18 PM   
Hairog


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I really would like my jets to sound like jets. I have no clue as to where to start replacing unit sounds.

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RE: tiny sound mod - 4/1/2017 6:20:29 PM   
Hairog


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Beep, Beep

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RE: tiny sound mod - 4/1/2017 9:54:46 PM   
sPzAbt653


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Go to the Sound File, find the one you want to replace and back it up, go to the file you want to use to replace the old file, name it the same as the original, place it in the Sound Folder.

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RE: tiny sound mod - 4/2/2017 6:36:01 AM   
Hairog


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Thanks for answering SPxAbt653.

But...For example I've used the Dreadnought unit and modded it to become the Seehund. If I change the "Naval Movement" to "Sub Movement" all surface ships will sound like a submarine. If I change the "fighter movement" to "Jet movement" then all my planes will sound like jets. Etc.

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RE: tiny sound mod - 4/2/2017 11:30:34 AM   
sPzAbt653


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Well, the assignments are coded [if that is the proper way to put it]. Modifying an unused unit category might work, but it can open a can of worms and then might not even work depending on how far you've gone into the black hole.

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RE: tiny sound mod - 4/2/2017 4:10:28 PM   
TheBattlefield


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All surface ships share the same "Naval Movement" file. Even the unused units. Perhaps the assignment of the files can be changed in the future via the editor.

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RE: tiny sound mod - 4/3/2017 11:22:14 PM   
Hairog


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Ive made that suggestion.

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RE: tiny sound mod - 4/4/2017 4:51:39 PM   
TheBattlefield


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quote:

ORIGINAL: Hairog

Ive made that suggestion.

Then we are already two!

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Post #: 16
RE: tiny sound mod - 1/4/2020 8:00:54 PM   
mroyer

 

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Is is possible to create a sound mod for a specific campaign-mod without overwriting the default sounds for the other standard campaigns?

-Mark R.

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RE: tiny sound mod - 1/5/2020 4:35:45 PM   
BillRunacre

 

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Hi Mark

Any campaign can have its own Media folder where modded .ogg files can be placed.

The campaign's own campaign.ini file will also need to have sound and/or music settings set to 1 rather than the default of 0.



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RE: tiny sound mod - 1/6/2020 1:02:05 AM   
mroyer

 

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quote:

The campaign's own campaign.ini file will also need to have sound and/or music settings set to 1 rather than the default of 0.


AhhhHA. On a lark, I tried creating a media folder for the campaign, but it didn't work surely because I didn't set the campaign.ini flag!

Thanks Bill.
-Mark R

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RE: tiny sound mod - 1/6/2020 11:20:15 AM   
mroyer

 

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I tried that this morning (campaign.ini SOUND and MUSIC set to 1) and putting all the .ogg files into the campaign Media folder and it didn't work - the campaign defaulted back to the standard sounds.
I will fiddle with other combinations of folders/folder names to make sure I haven't done something silly. If I put the .ogg files directly into the game installed /Sounds and /Music folders (overwriting the official ones) it works, of course.

Here's the folder structure I have right now (that isn't working):
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Media\*.ogg

Does that look right?
-Mark R.

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RE: tiny sound mod - 1/6/2020 6:28:05 PM   
Hubert Cater

 

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Hi Mark,

If it is just a regular campaign sound you wish to customize (combat sound etc.), can you try putting it into a custom sound folder instead? For example:

C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Sound\*.ogg

Let me know if this works,
Hubert

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RE: tiny sound mod - 1/7/2020 1:54:26 AM   
mroyer

 

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That's it. Works exactly like I hoped. Thanks Bill and Hubert.
Also, the custom Music folder works too:
C:\Users\mroye\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns\_Bellum Galaxia\Music\*.ogg

-Mark R.


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Post #: 22
RE: tiny sound mod - 1/8/2020 10:30:58 AM   
mroyer

 

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Another quick question about sound.

I notice some sound files just have a name.ogg (e.g., anti_air_attack.ogg).
But, others occur in sets of nameNumber.ogg (e.g., battle1.ogg, battle2.ogg ... battle10.ogg).

Are those numbered filenames just hard-coded situationally within the game-engine, or can a modder use that to advantage (e.g., perhaps the engine plays a random nameNumber.ogg file in a situation and the modder could add anti_air_attack1, anti_air_attack2, ...)?

Thanks for any insight and thoughts on that.

-Mark R.

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RE: tiny sound mod - 1/8/2020 3:42:28 PM   
Hubert Cater

 

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Hi Mark,

Great to hear you've got it working now :)

Unfortunately those are just hard coded for those situations where more than one sound type was required depending on what was needed in game. Some are for different battle types, some are for a variety of possible sounds, but there is no way to add a number and have the game recognize that in game as it is just looking for the listed files only.

Hope this helps,
Hubert

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RE: tiny sound mod - 1/9/2020 12:26:04 AM   
mroyer

 

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Okay, understood. Just fantasizing at the possibilities :)
Thanks Hubert,
-Mark R.

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Post #: 25
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