View Full Version : Sound mods for voices
Blacklight
02-23-08, 09:25 PM
Are there any sound mods out there that actually make the people manning the different stations sound different ? It seems like the same man is at every station on my sub talking to me. It would be nice to have a differnent voice for each individual station. And the voice acting is godaweful for the Chinese and Russian subs btw..:rotfl:
It's not a big deal as it really don't impact the game. I was just curious if it's been done.
Wolfhound
02-24-08, 12:58 AM
What's with the whole "Yesta, Kapitan" thing, shouldn't it be "Da?"
====
"Make turn for tree knot maneuvery, aye!"
LOL!!
nikimcbee
04-13-08, 08:36 AM
What's with the whole "Yesta, Kapitan" thing, shouldn't it be "Da?"
====
"Make turn for tree knot maneuvery, aye!"
LOL!!
No, Yest' is old Russian for aye.
Btw. soundmods. The old SCSoundEdit utility has some troubles. I'm almost done with brand new packing utility which should (!) work properly.
So if you are author, distributor or user of any sound mod and you experience clicks in the new sound, be ready for updates.
nikimcbee
04-13-08, 09:23 AM
Btw. soundmods. The old SCSoundEdit utility has some troubles. I'm almost done with brand new packing utility which should (!) work properly.
So if you are author, distributor or user of any sound mod and you experience clicks in the new sound, be ready for updates.
that's great news!:up:
Here is the first public version.
http://roger.questions.cz/other/agg.zip
Here is the readme (included):
This tool is for unpacking and packing files audio files (sfx.agg) from Dangerous Waters.
There is one central sfx.agg (in audio folder) and one for each playable platform (in interfaces folder).
Now how to use it. You can either use the command line or drag'n'drop.
Place the agg.exe into the directory with the agg file. This is not needed, but it is the most easy way.
Make backup of your original file. My tool will do that too, but you can never be too sure.
Now either use command 'agg sfx.agg' or use explorer and drag sfx.agg onto agg.exe (which does exactly the same).
This will create directory sfx and it will extract content of the agg file into it.
Note that the files has strange names, something like this: 0000001c-0036-R_COW_00.wav
This is unfortunatelly needed at the moment, so the files can be repacked in exact same order as in the original file.
It does not seem to work if the order is broken.
Just for your info, those numbers are offset in the original file and index in the table of content.
Now copy your new files over it (into the same folder). Either use whole long funky name (0000001c-0036-R_COW_00.wav)
or just use the normal filename (R_COW_00.wav). This will probably be the case if you use some older sound pack.
Anyway the file with the offset and index MUST be left there, because the information is needed for repacking.
It just wont be used as data source if file with simple name is also there.
Then use reversed process. Use 'agg.exe sfx' (the directory name) or drag directory onto agg.exe.
This will create new sfx.agg with your new files. Backup file (sfx.bak) is created if it does not exists already.
The code is completely new, while based on knownledge described in older scsoundedit.
I have discovered few things not described in scsoundedit, and this tool does not suffer those nasty click scsoundedit produces.
If you unpack and repack an AGG file, you get file which differs only in few bytes, which are dates in table of content.
I hope no more problems occurs, but testing this was prety hard, as the usual sign of bug is that
some sound in DW does not play. And there is very much sound in common DW interface, almost every button has it's own sound.
Thanks to:
- ScSoundEdit authors, whoever it may be.
- CrazyIvan, who came up with this, and did a lot of testing.
- SCS for DW.
Dr.Sid (find me at subsim.com forums if needed).
Kapitan_Phillips
04-18-08, 03:49 AM
What's with the whole "Yesta, Kapitan" thing, shouldn't it be "Da?"
====
"Make turn for tree knot maneuvery, aye!"
LOL!!
"Eshtend de radar mast, seenyor watch, aaaye.." :88)
FERdeBOER
04-19-08, 03:17 AM
Here is the first public version.
http://roger.questions.cz/other/agg.zip
Great news Dr.Sid :up:
I've downloaded it and going to try it sometime in the next days.
As soon as I do, I will tell you the results.
OneShot
04-19-08, 04:03 AM
I've added your agg.exe to the Modding Tools section of the DW Wiki and uploaded it there as well. That way you can easily update the file and if necessary any documentation in the wiki yourself.
I've added your agg.exe to the Modding Tools section of the DW Wiki and uploaded it there as well. That way you can easily update the file and if necessary any documentation in the wiki yourself.
Good idea.
If anyone tries this, please let me know even if it works, at the moment it worked only few times :rotfl:
nikimcbee
04-19-08, 05:27 AM
What's with the whole "Yesta, Kapitan" thing, shouldn't it be "Da?"
====
"Make turn for tree knot maneuvery, aye!"
LOL!!
"Eshtend de radar mast, seenyor watch, aaaye.." :88)
Wait, shouldn't it be: "Eshtend de radaaar maast, senior aye caramba
Reaper51
04-19-08, 10:18 AM
Well, technically it should be: Расширьте радиолокационной мачте, старший часы, Бэй.
FERdeBOER
04-19-08, 04:47 PM
Well, technically it should be: Расширьте радиолокационной мачте, старший часы, Бэй.
That's precisely what I was thinking :smug:
:huh:
FERdeBOER
04-20-08, 04:28 PM
Hi, Dr.Sid.
First, I have to say that your tool is very easy to use :up: This drag method makes sound editing very easy... if it works... :damn:
I've created a sound from scratch and followed the instructions on the readme but, once in the game there's no sound :nope:
I used first a short name and then a long one, with same result.
I used then the old SCeditor and all works well and my sound is in the game.
Do you need more info? Do you want me to send you the sound file?
Hi, Dr.Sid.
First, I have to say that your tool is very easy to use :up: This drag method makes sound editing very easy... if it works... :damn:
I've created a sound from scratch and followed the instructions on the readme but, once in the game there's no sound :nope:
I used first a short name and then a long one, with same result.
I used then the old SCeditor and all works well and my sound is in the game.
Do you need more info? Do you want me to send you the sound file?
Sure .. the sound file, and what file you were modifying. AFAIK there is also some limits for sampling rate, I think I've read that somewhere. Try to use the same sample rate as sounds from DW. I've seen both mono and stereo samples, this should not matter. Samples are 16bit.
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