Forged Alliance Forever Forged Alliance Forever Forums 2018-03-11T23:14:20+02:00 /feed.php?f=41&t=6169 2018-03-11T23:14:20+02:00 2018-03-11T23:14:20+02:00 /viewtopic.php?t=6169&p=161698#p161698 <![CDATA[Re: Sound Modding]]> https://wiki.faforever.com/index.php?ti ... _Scripting

search the above wiki for XACT

Statistics: Posted by nine2 — 11 Mar 2018, 23:14


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2018-03-11T22:10:47+02:00 2018-03-11T22:10:47+02:00 /viewtopic.php?t=6169&p=161695#p161695 <![CDATA[Re: Sound Modding]]> Statistics: Posted by R_Charger — 11 Mar 2018, 22:10


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2014-03-06T10:34:03+02:00 2014-03-06T10:34:03+02:00 /viewtopic.php?t=6169&p=68090#p68090 <![CDATA[Re: Sound Modding]]> Statistics: Posted by Krapougnak — 06 Mar 2014, 10:34


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2014-03-05T20:34:27+02:00 2014-03-05T20:34:27+02:00 /viewtopic.php?t=6169&p=68029#p68029 <![CDATA[Re: Sound Modding]]>
Yeah there are some gems in the code for dms
I use most of it in dms lite :-)

Burney did use custom sounds, im not saying if didn't, this file
Is just the original bank used by the devs

Statistics: Posted by Domino — 05 Mar 2014, 20:34


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2014-03-05T10:41:17+02:00 2014-03-05T10:41:17+02:00 /viewtopic.php?t=6169&p=67975#p67975 <![CDATA[Re: Sound Modding]]>

(pity some of the gems in there are left unexplored by the community though).

Are you saying that Total Mayhem new sounds allready existed inside the SCFA game ? So he didn't create anything new from scratch ?

Statistics: Posted by Krapougnak — 05 Mar 2014, 10:41


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2014-03-04T20:11:35+02:00 2014-03-04T20:11:35+02:00 /viewtopic.php?t=6169&p=67915#p67915 <![CDATA[Re: Sound Modding]]> Statistics: Posted by Domino — 04 Mar 2014, 20:11


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2014-03-04T10:18:40+02:00 2014-03-04T10:18:40+02:00 /viewtopic.php?t=6169&p=67861#p67861 <![CDATA[Re: Sound Modding]]> Statistics: Posted by Krapougnak — 04 Mar 2014, 10:18


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2014-03-02T14:50:10+02:00 2014-03-02T14:50:10+02:00 /viewtopic.php?t=6169&p=67614#p67614 <![CDATA[Re: Sound Modding]]>
its the original vanilla and fa sound banks used by the game creators.

http://www.mediafire.com/download/kb6nzdz4kvwnr5k/SupCom_Sound_Banks.rar

Statistics: Posted by Domino — 02 Mar 2014, 14:50


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2014-01-08T18:48:54+02:00 2014-01-08T18:48:54+02:00 /viewtopic.php?t=6169&p=61373#p61373 <![CDATA[Re: Sound Modding]]>
Domino wrote:
turns out i didnt have to tell you the correct program in the first place.. that attitude will get you know where.
so you can figure out the rest on your own.

Thought it was pretty obvious I wasn't being completely serious. Sorry if you felt offended though.

Statistics: Posted by Blodir — 08 Jan 2014, 18:48


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2014-01-08T18:42:10+02:00 2014-01-08T18:42:10+02:00 /viewtopic.php?t=6169&p=61372#p61372 <![CDATA[Re: Sound Modding]]>
Blodir wrote:
Turns out you were lying, it's not very easy after xna is installed. It's still fucking hard.

I fired up my XACT v3.0, but I have yet to find a way to import external .xwb/.xsb files.


turns out i didnt have to tell you the correct program in the first place.. that attitude will get you know where.
so you can figure out the rest on your own.

and by the way it is easy to figure out how to make a wavebank and add the cues and use them in game,
i figured out how to get the sounds working years ago i was one of the first actually, im also with 10000% certanty
was the first to figure out how to get new movies into the game also.

if you cant figure it out, maybe you should try harder.

Statistics: Posted by Domino — 08 Jan 2014, 18:42


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2014-01-12T01:12:41+02:00 2014-01-07T22:42:30+02:00 /viewtopic.php?t=6169&p=61308#p61308 <![CDATA[Re: Sound Modding]]>

Name of the track is "insertepicsoundtracktitle"

https://www.dropbox.com/s/45j3isbliqopmu0/test3a.xwb

Statistics: Posted by Blodir — 07 Jan 2014, 22:42


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2014-01-07T21:47:50+02:00 2014-01-07T21:47:50+02:00 /viewtopic.php?t=6169&p=61302#p61302 <![CDATA[Re: Sound Modding]]>

Wavebank (.xwb) and soundbank (.xsb) files are generated by the XACT GUI from a project file (.xap). The XACT GUI cannot load the generated files, it can only load .xap files.

The binary format of the wavebank file is documented in the header xact2wb.h. Using this header, you can write a tool to parse data from the wavebank.

The binary format of the soundbank file is not documented.


However I can, of course, create new .xwb and .xsb files! Which can then be run through code I expect.

Statistics: Posted by Blodir — 07 Jan 2014, 21:47


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2014-01-07T21:16:48+02:00 2014-01-07T21:16:48+02:00 /viewtopic.php?t=6169&p=61295#p61295 <![CDATA[Re: Sound Modding]]>
I fired up my XACT v3.0, but I have yet to find a way to import external .xwb/.xsb files.

Statistics: Posted by Blodir — 07 Jan 2014, 21:16


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2014-01-07T18:10:08+02:00 2014-01-07T18:10:08+02:00 /viewtopic.php?t=6169&p=61261#p61261 <![CDATA[Re: Sound Modding]]>
open exact, start a new project, set up a sound bank, then add some trigger and cues to the bank,
the sounds have to be mono wav files @ 22k i think before you import them into the sound bank.

here is xna 3.1, you might also need, microsoft visual stuio 2008 or/and 2010 not sure.

http://www.microsoft.com/en-gb/download/details.aspx?id=39

once you have xna/exact installed and working, figuring out how it works is very easy.

Statistics: Posted by Domino — 07 Jan 2014, 18:10


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2014-01-05T20:56:38+02:00 2014-01-05T20:56:38+02:00 /viewtopic.php?t=6169&p=61106#p61106 <![CDATA[Re: Sound Modding]]> Statistics: Posted by Apocalypse31 — 05 Jan 2014, 20:56


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