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posted on September 21st, 2010, 12:46 pm
button volume is locked and cant be changed i believe.
posted on September 21st, 2010, 1:16 pm
you could modify the sound file itself to get volume you desire
posted on September 21st, 2010, 1:24 pm
Mort wrote:you could modify the sound file itself to get volume you desire
yup that works, i deleted them, as they annoyed me. changing sounds doesnt affect online compatibility.
posted on September 21st, 2010, 2:17 pm
the menu sound really is way too loud. Maybe you could give it a redo i the patch.
posted on September 21st, 2010, 3:10 pm
xtlc wrote:the menu sound really is way too loud. Maybe you could give it a redo i the patch.
i noticed that too. for now though u can use an audio editor to change the volume of the sound file to your liking. or just delete the file. it wont break online compatibility.
posted on September 21st, 2010, 3:41 pm
yay, I love it when a section of the guide I wrote actually comes in handy.
Sound Editing - The Hitchhiker's Guide to Fleet Operations
Sound Editing - The Hitchhiker's Guide to Fleet Operations
posted on September 21st, 2010, 3:46 pm
Adm. Zaxxon wrote:yay, I love it when a section of the guide I wrote actually comes in handy.
Sound Editing - The Hitchhiker's Guide to Fleet Operations
in that page it states that deleting wont break compatibility, which is true, but it doesnt state it very clearly. as u state that u need to keep a file with the same name there, but thats only true if u are editing sounds. its not so much a mistake, but something that would benefit from being more explicit.
posted on September 21st, 2010, 4:25 pm
Last edited by Anonymous on September 21st, 2010, 4:27 pm, edited 1 time in total.
Well...dom actually edited that one. I was talking about editing the events file there I think. He said I was getting too informal, so he kinda edited the content of that page. I"ll write up a revision of that one when i get a chance, or Dom can do it.
Actually, I might just do it here, for the sake of time:
In Fleet Operations and Armada 2, sound effects are in the .wav format. Though .wav is a more inefficient format for sound files, it is easy for an older game to read them. The types of sounds in the game include voice-over/unit speech, weapons and other sound effects, and of course the music files. The music is not included in the standard install for hosting limits, as well as, problems with installation sizes. The multimedia pack is instead available via another download.
All sound files in FO are editable without compromising multiplayer compatibility. This is one of the very few features in Fleet Ops where this is possible. This means that you can delete, change, and replace any of the sound effects that you wish, so long as the edited file is in .wav format, and has the correct name. If it does not have the correct name or extension, the game will not recognize the file and therefor, will not play the sound in-game. You may still delete a sound without losing compatibility, as it will have the same effect as having it improperly named.
Although it may seem difficult to edit sound files, there is a free tool called Audacity that will allow you to import almost any sound file, edit it, and export it in nearly any format. The process of editing sound files, much like editing textures or bitmaps, is really up to you, however, this tool is quite easy to use and should make the process simplier. For instruction on how to use it, look on the Audacity site or its support forums for more information.
To reiterate, if you want to edit the sounds that are played in-game and still enjoy multiplayer games then you should have no problem doing so. If you don’t care about compatibility, then you might want to take a look at the events.dat file in the main directory, in which you can replace and change certain sounds more easily. If you are not sure, then just stick with editing the actual sounds as there are few, if any, ways to mess that up.
Actually, I might just do it here, for the sake of time:
In Fleet Operations and Armada 2, sound effects are in the .wav format. Though .wav is a more inefficient format for sound files, it is easy for an older game to read them. The types of sounds in the game include voice-over/unit speech, weapons and other sound effects, and of course the music files. The music is not included in the standard install for hosting limits, as well as, problems with installation sizes. The multimedia pack is instead available via another download.
All sound files in FO are editable without compromising multiplayer compatibility. This is one of the very few features in Fleet Ops where this is possible. This means that you can delete, change, and replace any of the sound effects that you wish, so long as the edited file is in .wav format, and has the correct name. If it does not have the correct name or extension, the game will not recognize the file and therefor, will not play the sound in-game. You may still delete a sound without losing compatibility, as it will have the same effect as having it improperly named.
Although it may seem difficult to edit sound files, there is a free tool called Audacity that will allow you to import almost any sound file, edit it, and export it in nearly any format. The process of editing sound files, much like editing textures or bitmaps, is really up to you, however, this tool is quite easy to use and should make the process simplier. For instruction on how to use it, look on the Audacity site or its support forums for more information.
To reiterate, if you want to edit the sounds that are played in-game and still enjoy multiplayer games then you should have no problem doing so. If you don’t care about compatibility, then you might want to take a look at the events.dat file in the main directory, in which you can replace and change certain sounds more easily. If you are not sure, then just stick with editing the actual sounds as there are few, if any, ways to mess that up.
posted on September 21st, 2010, 4:32 pm
Adm. Zaxxon wrote:Well...dom actually edited that one. I was talking about editing the events file there I think. He said I was getting too informal, so he kinda edited the content of that page. I"ll write up a revision of that one when i get a chance, or Dom can do it.
Actually, I might just do it here, for the sake of time:
i like your version posted here better. its very clear and well written.
posted on September 21st, 2010, 4:45 pm
thanks. I'll see if dom catches this. I have been meaning to revise a couple of these since he moved them around. They weren't meant to be stand alone sections like they are now, so I kinda need to edit them a little so they don't seem like they were supposed to flow from one section to the other. Not a big deal.
posted on September 21st, 2010, 5:22 pm
So, Optec are you talking about changing/adding new sounds or are we talking about awesome dynamic sound which changes according to your situation? When a ship is attacked suddenly battle rushing music plays, where as building and expanding is relaxed, sitting in a nebula plays more lurking music and being destroyed plays sad music. Etc?
posted on September 21st, 2010, 7:48 pm
Yup, when I edited yours, it had all this stuff about your dad in it, and I didn't think that'd be sooooo helpful for new comers (especially non-native speakers) . I see you added a few sentences to the current version, so I went ahead and added that in . Remember that it would be wise to address the events.dat file at some point . Right now all we have is an introduction to editing
posted on September 21st, 2010, 8:33 pm
well, most modders won't edit the events.dat. I tend to try to stay away from it unless I have to have unit speech somewhere, because it is a real pain. even worse than the dls.h
But back on topic. Can't wait for more sound features!
But back on topic. Can't wait for more sound features!
posted on September 28th, 2010, 6:55 am
As you are updating the audio and such, i was wondering is it possible to include voice communication in game?
Or some how incorporate teamspeak in game?
If either of these were possible, i feel it could benefit multiplayer games greatly.
,Ray
Or some how incorporate teamspeak in game?
If either of these were possible, i feel it could benefit multiplayer games greatly.
,Ray
posted on September 28th, 2010, 2:05 pm
ray320 wrote:As you are updating the audio and such, i was wondering is it possible to include voice communication in game?
Or some how incorporate teamspeak in game?
If either of these were possible, i feel it could benefit multiplayer games greatly.
,Ray
I believe that is in progress
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