Missing Sounds Petition
Author | Topic: Missing Sounds Petition |
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Infiltrator
Member # 148
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written Monday, February 21 2005 20:05
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I was going through the BoA Sounds via Resedit for my script (see bottom), and I was looking for the animal sounds that existed in BoE. It seems many of them are missing. Out of curiousity I decided to find all the BoE sounds "missing" from BoA. As follows: 20000 Boing Up 20001 Boing Down 20003 poison cough 20004 Bottles II 20005 SFX_PlasmaExplode.cvt 20006 chomp 2 20007 gain level 20008 Untitled 7 20010 sensitive 20013 party dead c 20016 town entry 20019 swish 2 (19) 20020 yawn (20) 20021 pc dead 20022 startup music 20023 out combat 20024 priest spell (24) 20025 mage spell (25) 20026 ghost with stomach ache 20027 monster uh (27) 20028 wfall.1 20032 slay other #2 (32) 20033 slay squeal (33) 20040 thanks 20042 acid (42) 20043 petrify (43) 20044 breathe.c 20045 on.who 20046 see growl (46) 20048 splashing.c 20051 blotto 20052 phased 20053 vibrating strike 20054 scream (54) 20059 door close (59) 20060 little boom 20062 mmm.c 20065 drain (65) 20066 disease (66) 20067 huh.c 20075 cold damage.c 20076 chirp (76) 20077 chirp 2 (77) 20079 drip 2 (79) 20082 baa (82) 20085 horse Step (85) 20087 attack - bite (87) 20090 laser 2 20091 chirp 3 (91) 20092 chicken (92) c 20095 enter dungeon (95) 20097 monst.dead I know it is easy to add sounds to the Mac version of BoA, but I do not know about the Windows version. Also, I do not feel that we are allowed to modify and distribute the sound file (we could also modify the window's sound?). I want collect "signatures" of people who feel that the next release of BoA shoudl have these missing sounds. I know some of them (chirps, baa, thanks) would be very useful. If you think Jeff should add them, just post. Also, let others know. If I get enough responces, I'll e-mail Jeff. Also, I wrote this script to create alternate ambient sounds. Please critique -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Off With Their Heads
Member # 4045
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written Monday, February 21 2005 20:09
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Heck, I'd like support for custom sounds in general, since it would be pretty easy for Jeff to do. I mean, we can have them already in theory, but it'd be nice if Jeff made the Windows side of it a tad more easy. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Infiltrator
Member # 148
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written Monday, February 21 2005 20:15
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I just want Jeff to tack these sounds into the "Blades of Avernum Sounds" file. edit: What, that is it? No one else wants Jeff to add these sounds so all can enjoy? [ Wednesday, February 23, 2005 07:40: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Warrior
Member # 5274
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written Friday, February 25 2005 04:26
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Count me in -------------------- I assume my reputation for arrogant presumption precedes me Posts: 107 | Registered: Thursday, December 9 2004 08:00 |
Shock Trooper
Member # 4557
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written Friday, February 25 2005 04:59
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Me too. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Guardian
Member # 2476
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written Friday, February 25 2005 07:49
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Me too. And it's not that difficult to have custom sounds with Windows. You have to put a few empty folders into the .exe directory, but once that's done, they can be used eternally. -------------------- Polaris Rache's A3 Site reformatted 2/3 done Rache's A3 Site, original version Posts: 1828 | Registered: Saturday, January 11 2003 08:00 |
Shaper
Member # 73
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written Friday, February 25 2005 09:16
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Sure. -------------------- My Myspace, with some of my audial and visual art The Lyceum - The Headquarters of the Blades designing community The Louvre - The Blades of Avernum graphics database Alexandria - The Blades of Exile Scenario database BoE Webring - Self explanatory Polaris - Free porn here Odd Todd - Fun for the unemployed (and everyone else too) They Might Be Giants - Four websites for one of the greatest bands in existance -------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Posts: 2957 | Registered: Thursday, October 4 2001 07:00 |
Agent
Member # 3349
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written Friday, February 25 2005 10:29
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I'm in. YAY FOR SPIDWEB -------------------- And everybody say....Yatta! Posts: 1287 | Registered: Thursday, August 14 2003 07:00 |
Infiltrator
Member # 148
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written Friday, February 25 2005 11:55
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Yay for names! I'll let this go for a week or so, and then I'll e-mail Jeff. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
BANNED
Member # 4
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written Friday, February 25 2005 15:56
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I'm in. That aside... Would it be possible to allow for CUSTOM sounds? Ya know, like .wav files taking their own sound slots? (I really want to make music as town incidental noises!) -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Shock Trooper
Member # 5459
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written Saturday, February 26 2005 02:35
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I'm in too. -------------------- These are my scenarios. I may have too much free time but I really don't care. Backwater Calls, Magus of Cattalon, Rats Aplenty Get them here Visit The Lyceum for all your rating needs. Posts: 211 | Registered: Sunday, January 30 2005 08:00 |
...b10010b...
Member # 869
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written Saturday, February 26 2005 02:59
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I'm in, assuming there's no good reason why the sounds can't be used in BoA. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
For Carnage, Apply Within
Member # 95
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written Saturday, February 26 2005 09:33
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I'm in, but I also agree with TM. Proper custom sounds would be more interesting. -------------------- The Empire Always Loses: More fun than a kick in the shins! Posts: 567 | Registered: Friday, October 5 2001 07:00 |
Apprentice
Member # 5512
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written Saturday, February 26 2005 11:14
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Weeeeeeeeeeeee! Tacos! yeah im in -------------------- Gir! What did you do with the Guidance chip? I took it out to make room for the CUPCAKE!!!!! Posts: 30 | Registered: Thursday, February 17 2005 08:00 |
Shock Trooper
Member # 4557
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written Saturday, February 26 2005 12:40
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quote:From what I understand of the game's engine, it is possible, but would mean a change in the engine, specifically the scripting engine. JV most likely would not do this. At least not right away. BoA is the first game in the avernum series that makes use of a scripting engine. Since JV is planning to create Avernum 4, he will most likely use this scripting engine to make it. He will also (as he did with every other game) improve the engine. If he allows for custom sounds, I'd think he'd do it here, and then I guess with enough support from the community, he might apply those changes to BoA. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Off With Their Heads
Member # 4045
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written Saturday, February 26 2005 14:33
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He's making a brand-new engine for A4, though, and A4 won't have custom sounds anyway because -- because it's not a scenario design system. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Shock Trooper
Member # 4557
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written Saturday, February 26 2005 14:56
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Will he be using a scripting engine for A4? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Warrior
Member # 5289
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written Saturday, February 26 2005 15:37
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I'm in too. As for CUSTOM sounds, they should be directly written to .exe file as resources on the current version on Windows. Assuming the code for sound resource on the editor was ripped from BoA application itself, it uses LoadResource(). This API can only retrieve resources in the .exe file. ( load_sounds() in sound.c(pp) ) Custom sound is implemented by almost the same method as custom graphics. To realize custom sound file like graphics, external sound files should be searched when a sound resource isn't found on .exe as he coded on load_pict() in Graphutl.c. That is, already the logic is established on graphics. Or use PlaySound() after checking existence of the custom sound file. So, it isn't hard to implement it to Windows. [EDIT] On Mac, it is far easy, only expand the allowed resource ID range for the custom sound. Anyway, currently known method is 'hacking', not the actual custom sounds, because it replaces built-in sounds. [ Saturday, February 26, 2005 16:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
...b10010b...
Member # 869
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written Saturday, February 26 2005 15:49
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Apparently, it's already possible for BoA to use scenario-specific custom sounds, but it's an undocumented and unsupported feature. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
BANNED
Member # 4
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written Saturday, February 26 2005 16:56
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How? And is there any way to turn MP3/WAV files into BoA sounds? -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Infiltrator
Member # 148
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written Saturday, February 26 2005 17:24
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quote:It is possible, but I would not recommend it. The BoA engine uses sounds 0 through 174. The games only comes with 0 through 173 used. You could add 1 sound without replacing the others if you added that sound resource to the *.cmg file. Of course, this method only works for Mac. I get a Debug 000 1 - # error when I call any sound outside of the 0 - 174 range. # is number of the snd resource called by run_animation_sound(). -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Infiltrator
Member # 4637
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written Sunday, February 27 2005 01:23
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Count me in too. :) -------------------- Visit the Blades of Avernum Center and the Beta Testing Center -------------- "Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9 Posts: 483 | Registered: Tuesday, June 29 2004 07:00 |
Warrior
Member # 5289
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written Sunday, February 27 2005 05:52
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quote:I also would not recommend it. I'll write the process, but I want to let you know why it is not recommended. 0. Resource ID As Dahak said, the resource IDs from 0 to 174 are used on BoA application on both platform. And to use sounds, the resource ID should be within this range. That is, we should replace original sounds to install custom sound. For Macintosh, replacement is temporary because .cmg file can be used for replacement. But on Windows, custom sounds should be installed into the BoA application itself replacing the original sound as follows. The replacement is permanent otherwise you don't recover it. And you should distribute customized BoA application with scenario. 1. On Macintosh 1.1 For Mac scenario 1.1.1 Make Mac sound resource ('snd ') Convert sound file to 'snd ' resource using such as SoundApp SoundApp is an old freeware, most of link are lost. I found it http://www.mp3-mac.com/AppsDload/SoundApp.html It works on classic environment. For MP3 conversion, you may need QuickTime Pro is installed. Conversion is done using File > Convert... Select "System Sound" As 'snd ' resource is limitted to 16kBytes, it doesn't accept long sound file. 1.1.2 Attach 'snd ' resource to .cmg file Use ResEdit or other resource editor. 1.2 For Win scenario 1.2.1 Prepare .wav file You can also use SoundApp to convert MP3 to .wav Use "Windows WAVE" as the format. 1.2.2 insert .wav file to .exe file using resource editor No simple method on Macintosh to do this process. Use Windows machine. 2. On Windows 2.1 For Mac scenario 2.1.1 Make Mac sound resource ('snd ') 2.1.2 Attach 'snd ' resource to .cmg file There is no simple way to do this process on Windows, because of handling resource fork. Use Macintosh. 2.2 For Win scenario 2.2.1 Prepare .wav file To convert MP3 to WAV, you can find many application on internet. 2.2.2 insert .wav file to .exe file using resource editor Use resource editor such as "PE Resource Explorer" http://www.wilsonc.demon.co.uk/d7resourceexplorer.htm Open BoA application, "Blade of Avernum.exe", with resource editor. Open Sections - .rsrc - 100 folder You'll find folders numbered from 1 to 174. This is the original sound resource. The actual resource number has greater number by one than resource ID selected in the script. Open one of the sound folder you want to replace it. Select resource itself and execute "import user resource" from .wav file over it. ---- end of procedure ---- Technically, we can make a patch to support TRUE custom sound on both platform, analyzing disassembly list of the BoA application. But it is the same procedure to make an unprotect version of BoA. I can do it, but I don't want to do. [ Sunday, February 27, 2005 08:25: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BANNED
Member # 4
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written Sunday, February 27 2005 14:02
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EDIT: Okay, I managed to get background music. Thanks alot! [ Sunday, February 27, 2005 14:30: Message edited by: Solomon Strokes ] -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |