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K-KAO "Komplete KotOR Audio Overhaul" - need some help please.


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#1 HaloGirlAsh117

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Posted 25 August 2016 - 11:11 PM

Long story short... I’m working on a complete game audio remastering overhaul... just one part of my complete KotOR overhaul that I’m working on. However, despite being half done with all the sounds I still can’t figure out how to override audio files and sounds...

I exported my sounds as both .mp3 and .wav but they don’t do anything even when added to either the override folder or the streamsounds folder. Someone please help me!
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#2 LucyTheAlien

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Posted 26 August 2016 - 12:45 AM

Someone help this person, sounds like a great project. 


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#3 Sith Holocron

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Posted 26 August 2016 - 02:40 AM

Which of the audio are you replacing: music, effects, alien speech, human speech. Some of those or all of them?

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#4 HaloGirlAsh117

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Posted 17 February 2017 - 09:05 AM

So I’ve been offline for AGES I know... but things got busy. anyways I’m neck deep in this mod...
I decided to start a new thread for this rather than repost on the old one I started back last august because I wanted to make sure it got noticed.

Long story short... I’m way in over my head here and need help with how to get this mod working.

spent the last 5 days working on it and I have a sound effects library of 17,000 sound effect files to work with now and my whole library counting music, effects, and voices is over 26,000 files in size. I’ve already made about half the sounds for the game.

As for what I’m replacing... EVERYTHING.
  • Alien Speech
  • Music
  • Music accents (battle intro/outro stuff)
  • Ships
  • Cinematics
  • Weapons: Blasters, Sabers, Rockets... you name it.
The only part of the game audio I’m not touching are the dialogue voice over files (for obvious reasons).

One of the other things I want to do is add more sound variants for different weapons. IE:
  • 5 different blaster sounds for blaster pistols
  • 5 different sounds for blaster pistols
  • A unique sound set for unique weapons (i.e.: the Sith sniper rifle using its own set of 5 or 6 blaster sounds as well as having its own model and texture)
  • Also adding in combat dialogue to the player character for mines and critical hits and stuff like going solo or invisible.
____________________________________________________________________________________

Right now, I’m having a big issue with trying to make the sounds work... to test my method I’m trying to replace the alarm sound on the Endar Spire at the start of the game, I have tried using both .mp3 and .wav (as well as a .wav renamed to .mp3 rather than converted)

I have tried this rendering the files in both 'stereo' and 'mono' at 32khz, 44.1khz, and 48khz and still none of them work. The only progress I seem to have made is that when KotOR tries to play that sound file... all I get is loud static for like 10 seconds (the sound file is only about 3 seconds long) *I’ll attach it to this post for anyone interested to listen to*

Any help with this would be hugely appreciated... the original plan was to get this released for Monday but doesn’t look like that’s going to happen.

Attached Files



#5 Sith Holocron

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Posted 17 February 2017 - 09:53 AM

Where did you get your sound files from?

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#6 bead-v

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Posted 17 February 2017 - 01:32 PM

This is what I have found out for TSL:

http://deadlystream....97-sound-files/

 

Would be awesome if you could add what you figure out for K1.

 

As for your problem, the sound file you uploaded itself is problematic. I hear static when I play it through Miles. I put it into audacity, and split it into mono (it has to be mono), and exported to .WAV (signed 16-bit PCM). That got it to play correctly in Miles, and I'm assuming it would work if you put it in the Override (at least in TSL it definitely would).

 

I'm think you're gonna have a lot of fun dealing with the sounds from StreamSounds. I would love to hear about how you figure them out and what works.

 

Good luck with your mod!



#7 HaloGirlAsh117

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Posted 17 February 2017 - 02:09 PM

ya i figured out what the issue with the sound files were... i guess working with professional recording studio class equipment can be a pain sometimes.. it would seem that when i render my audio in reaper or pro-tools... it encodes it in a way kotor dosent like... so i just take my fully compiled audio once im done making my sound effects and then re-export using audacity.. works fine now.... now just hoping that what ive heard about them only working in mono turns out not to be true.. i hope so.. mono audio sucks so bad



#8 LucyTheAlien

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Posted 17 February 2017 - 02:19 PM

Can't wait to see this. 


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#9 HaloGirlAsh117

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Posted 17 February 2017 - 03:11 PM

T_T god DAMN i sooo wish i could find a way to make the sound files comparable in stereo... mono just sounds like total ass. 



#10 Sith Holocron

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Posted 17 February 2017 - 09:35 PM

Before someone asks, here's Tyvokka's official stance on the sound files.

The porting rule is to protect us from DMCA notices, basically if the sound is copyrighted and not distributed for fair use then we can't allow it to be hosted here. I really see nothing wrong with your stuff except for your sounds from the movies, the SW soundboard seems fine though as that is the purpose of it.

-T


Best of luck on your mod!

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#11 HaloGirlAsh117

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Posted 18 February 2017 - 06:48 AM

Thanks :D 

I just worked out the math on how many sounds I have to make... I’m making new variant sound sets (around 5 sound variants per set) for each of the weapons and items... while I may not make EVERY blaster have its own unique sound set... I’m aiming for most weapons to have their own sound sets. That way blaster pistols sound different from heavy pistols, also sound different from carbines, or rifles, or repeaters... etc. Also doing the same thing for grenades, mines, usable items like medpacks and stims, and even swords. For example...

- Vibroswords will now have a very subtle hum and a kind of twin toney twang sound.
- Stun batons will crackle and zap
- Larger swords like the Wookiee blades will be heavier and bigger sounding with large clanks and bangs
- Weapons like quarterstaves will make more of a wooden or metal tube sound

also making custom sound variant sets for each individual light saber color so no two lightsabers will sound alike unless they are the same type (short, single, double) as well as color.

This brings the total weapon effect sounds for lightsabers and blasters (haven’t done swords or other stuff yet)...

200-250 individual blaster sound effects (doesn’t count blaster bold effects i.e.: impacts, bounces and deflections)
25 lightsaber sound sets (3 power on sounds, 3 power off sounds, 10 saber combat sounds, 10 deflection sounds... approximately per set : 25-35 sounds per saber set) *total of 625-875 individual saber sounds.

Grenades have 3 explosion sounds for each - 9 grenade types - 27 sounds (not counting bounce sounds or unique grenades like the ice and fire grenades in the tombs)
Mines will have different variant sets depending on grade *minor, average, deadly* - total of 37 sounds.
____________________

Now while for weapons I’m making many variations of sounds, I’m not necessarily doing that for everything... it wouldn’t be necessary. But by my estimates (weapons and items being having the majority of sounds) K-KAO will contain a total of somewhere around 4500-5000 sound effects. This doesn’t include audio in the games stream folders or the music. *I haven’t looked at what’s in there yet... but I would not be surprised if the final version of K-KAO runs somewhere close to 10,000 sound files.*
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#12 Kexikus

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Posted 18 February 2017 - 08:37 AM

I take it you figured out how to do randomised sounds for weapons then?
If so, could you share how it's done? Either here or in the sound files thread in the tutorial section.


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#13 Mutilator57

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Posted 18 February 2017 - 09:53 AM

Following this with great interest! Happy hunting!


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#14 HaloGirlAsh117

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Posted 18 February 2017 - 12:30 PM

I take it you figured out how to do randomised sounds for weapons then?
If so, could you share how it's done? Either here or in the sound files thread in the tutorial section.

Ehhh . . . not yet . . . but from what I understand looking at the file structure it should be straight forward. There doesn’t seem to be any reason I can’t, seeing as how there are *occasionally* things in the game that have more than one sound (e.g.: lightsabers) which look to use the system exactly how I suspected. Once I can reverse engineer how they work and make the same concept work with a blaster or grenade or something: then yes, I’d be happy to share. :D

#15 HaloGirlAsh117

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Posted 18 February 2017 - 11:48 PM

Well the grenade sound effects are all done ^_^
 
All 27 of them, with 3 variants for each! (31 if you count the bounce sounds that I replaced.) Now it’s on to the mines and blasters.
 
One thing that is surprising me is how much I’m actually able to reuse the original sounds in some way. Sometimes cutting out a certain frequency or stretching it out super long and cutting the high end to make a bass drop sound, which is a lot of fun. And with 350gb of sound samples from various sound libraries like the 'BBC complete Sound Effects Library' from ProSoundEffects and post-effects processors in my Native Instruments software suite 'Komplete8'. I can literally create anything!   ^_^

Hope you guys enjoy it when I'm done.



#16 Kexikus

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Posted 19 February 2017 - 09:55 AM

Sounds like you're making good progress :)

 

If I may make a suggestion though: Test the randomised sounds ingame before you actually create all of them. It could very well be hardcoded which items can use randomised sounds and which don't. It's unlikely but checking could save you a lot of work.


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#17 Fair Strides

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Posted 19 February 2017 - 10:44 AM

If you want to give me a few days, I can get back to my modding computer and do a write-up on weapon sounds and how the game uses them.


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#18 HaloGirlAsh117

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Posted 20 February 2017 - 01:41 AM

If you want to give me a few days, I can get back to my modding computer and do a write-up on weapon sounds and how the game uses them.

thanks Fair-Strides that would be a big help :)



#19 HaloGirlAsh117

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Posted 20 February 2017 - 01:59 AM

!>> K-KAO WORK TIMELINE UPDATE <<!

Hey everybody, ok so the project is going to be somewhat delayed by at least a couple days due to some family health issues.
It would seam that my father may have suffered an "acute cerebellar stroke" and has been admitted to hospital for at least a day or two.
As such i will likely not be able to get any work at all done on K-KAO over the next two days and as this will cause the development timeline

to conflict with other work within my studio. I dont expect this to effect development too drastically however and with any luck time can be
made up for elsewhere to compensate for time lost. 

I dont suspect that the project should be delayed by than a week at max, though I cannot give an accurate estimate on when K-KAO will now 

be released. The project however WILL become the priority of myself and my studio as the one affects the other and it is of course in the 

best of my interest for myself and my studio to complete it and release it as soon as is possible.

I will be releasing an alpha version of K-KAO as a 'sample' which will only include some of the the new weapon sounds. Most likely...

- Grenades
- Mines
- Blasters
- Swords

Please Note : as an alpha release, the sounds are not guaranteed to be in their final state, or even remain the same at all. Additionally it will not include 

variant sounds for weapons as planned for the full release and will not be covering custom sounds for *unique* weapon types. All aspects of the mod will
be totally subject to change.

Thanks for understanding about the current situation and hope to see you in a galaxy far far away.


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#20 Sith Holocron

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Posted 20 February 2017 - 02:15 AM

Best wishes for your Dad!

[To Sithspecter] "You win :P"

 

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