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Author Topic: Audio Editing  (Read 4924 times)
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olly
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« on: April 10, 2010, 01:52:48 AM »

To mod Dark Omen speech and music use Rob's Dark Omen Audio Converter:-

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/sad/mad-audio-converter.html

Download/Install Audacity and .NET 2.0

(Download and Extract DarkOmenAudio.exe into the required DarkOmenSound Folder)


Start -> Run -> cmd

cd C:\Program Files\Dark Omen\Sound\SP_ENG

DarkOmenAudio.exe WH059.mad

Decrypts it to same folder but as WH059.wav


Also

cd C:\Program Files\Dark Omen\Sound\Music

DarkOmenAudio.exe 1boun001.sad

Decrypts it to same folder but as 1boun001.wav



However to Encrypt to .MAD

cd C:\Program Files\Dark Omen\Sound\SOUND

DarkOmenAudio.exe BRD01.wav  

but after Audacity has altered from 32bit to 16bit Set sample Format


to comply with 22050hz, 16bit , mono  Sample Format.




However to Encrypt to .SAD

cd C:\Program Files\Dark Omen\Sound\SOUND

DarkOmenAudio.exe BRD01c.wav

must be Stero Wav so Audacity has copied and pasted onto new Stero Wav 16 bit 22050hz track.





To get new music into Dark Omen use Rob's DarkOmen Audio Convertor to create .SAD and .MAD files.

http://wiki.dark-omen.org/do/DO/Audio

To prevent overwriting the 4 main original Background Music tracks - BATTLE1.FSM BATTLE2.FSM, EERIE9.FSM and EERIE11.FSM  use the 2005 remix alternate Dark Omen Music tracks, composed by the Original Dark Omen composer Mark Knight.

http://www.gamesounds.co.uk/audio/warhammer_darkomen/Warhammer.zip

Each .PRJ file calls a music track, so examine the B1_01.PRJ file in a Hex Editor and search for MUSC

B1_01.PRJ uses BATTLE1.FSM


BATTLE1.FSM can be found in

C:Program FilesDark OmenSoundScript

.FSM are script files that in turn call the .SAD music files, they can be opened and altered in Notepad. Copy BATTLE1.FSM and rename the copy to BATTLE3.FSM.Then open BATTLE3.FSM in Notepad and Edit the following lines....

Battle music samples.

sample 2bttl001 mBintro1  to be    sample Funky MBintro1

sample 2bttl002 mBintro2  to be    sample SOTHR mBintro2

sample 1tnse005 mDdumchr1a to be   sample Choir mDdumchr1a

keep repeating the process until u reach sample 1tnse024 mDstrxyl4
to be sample Choir mDstrxyl4

and also change

sample 1tnse063 mDend1 to be sample SOTHR mDend1

sample 1tnse064 mDend2 to be sample SOTHR mDend2

sample 1tnse065 mDend3 to be sample SOTHR mDend3


Create new Audio .SAD files of Mark Knight's 2005 remix music track Funky Dark Omen and Choir sample music and past into

C:\Program Files\Dark Omen\Sound\Music

After converting them in Audacity from MP3 to 16bit mono 22050hz(and 100% increased Speed) Wav files and convert using Rob's audio tool into .SAD files. Then edit B1_01.PRJ to call Battle3.FSM


So now on mission 1 The Trading Post, Choir music will play during the deployment phase and when the troops begin to attack the Music phases into an original Shadow of the Horned Rat music and then progresses onto Funky Dark Omen (Techno Sounding), leaving the original tracks intact and used by other maps, which means every map (28 of them) can eventually have a new Background music track, using the 2005 Remix Dark Omen tracks or even use Shadow Of The Horned Rat Background music.

http://www.gamesounds.co.uk/audio/warhammer_darkomen/Warhammer.zip

SOTHR old music
http://www.mirsoft.info/wogm_download.php?data=YTozOntpOjA7czo0OiIyODI4IjtpOjE7aToxMjY4NTI0NjQyO2k6MjtpOjM7fQ==

Especially suited for Multiplayer .PRJ files, for our Dark Omen Community Tournament - youtube showcase movies.

Download Example Beta File
http://www.megaupload.com/?d=O3TOCAFZ

http://wiki.dark-omen.org/do/DO/Audio

Dark Omen Musicpowered by Aeva
« Last Edit: January 23, 2011, 02:21:21 AM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
cuthalion
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« Reply #1 on: May 12, 2015, 03:33:03 PM »

Yeah, great, thank you.
This is a lot of information. Let's talk about it when we are both in chat. What I actually need at this moment is to find and decode a full list of messages that can be heard during battles - hopefully they are stored somewhere in one place.
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cuthalion
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« Reply #2 on: May 12, 2015, 03:53:08 PM »

I have an idea-fix to make each race talk in its own way (at current DO dwarves/humans/elves and even modded monsters talk with human voices during battles)
Today I realised it is quite possible to import skaven/dwarvish speech from SoTHR and make speeches race-dependant.
But it needs quite a bit of work and testing, without guaranteed results.
Plan is as follows:

1. Phrases I refer to - 'charge', 'retreat', 'fire', 'enemy sighted' etc - are played with CTL scripts. Each mission has its own ctl script but it is not a great problem because functions with numbers 100+ are the same for all missions.

2. There is at least a clumsy way, (maybe there is even a better way) to determine a unit's race in CTL. As per Ghabry, any byte of a unit's structure is accessible. including unit_type. So at a place where "charge" is played, I can add a number of 'ifs' and thus define if 'charge' or something else can be played depending on unit's race.

3. Now to that 'something else'. I have not yet worked with audio files, but I assume it may be quite possible to substitute some unused audio files with the ones from SoTHR and play them. Or even better: if Aqrit or someone else expands list of audio files and allows to address more and use them in ctl, no need to overwrite existing at all.

That's the plan. Of course it is very clumsy. And it would have been better and more logical to hack DO at a lower level than ctl. But so far...
« Last Edit: May 12, 2015, 04:00:33 PM by cuthalion » Logged
cuthalion
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« Reply #3 on: May 12, 2015, 04:34:27 PM »

All .mad files that play scenario phrases like "They to the north!" "no, to the east!", "Target the Hand it must be destroyed" etc are placed in order in EngRel.exe.
The order is reversed in comparison with play functions in ctl files.
So next steps would be:
1. select 5-6 short scenario phrases that will have to be removed from my custom campaign.
2. find SoTHR files for Dwarves talking "Tally-ho", "Smash them!", "Attack!", "Flo!" etc
3. Look up exact places in CTL where charge/retreat/destroy them/engage/flee are played.
4. Set a bunch of ifs that define: if race is dwarf then play custom files. voilas.
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olly
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« Reply #4 on: May 12, 2015, 09:56:11 PM »

Seriously cool! Thanks

Smiley
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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