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Showing results for tags 'kotor audio sound tach'.
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There are times when I would just like to hear what Jolee is saying without that hideous shrieking drowning it out all the time. What I've tried I located the audio file in question: "c_tach_bat1.wav" from BIFs->sounds.bif using Kotor Tool. I messed around with a variety of sound editing software (Adobe Audition, WavePad, Audacity -- I couldn't find a working version of Miles Sound Editor) and fiddled with bitsizes & sample rates to no avail. The game just kept playing the old sound as soon as I descended into the forest floor on Kashyyyk. Eventually, I settled on a simpler option: I extracted another creature sound ("c_mykal_bat1.wav") with KT, copied it to Override as "c_tach_bat1.wav", and it still does not replace the default sound. Though I am fairly certain that, like textures, audio files should not be cached in the savegame file, I have nonetheless been using a save game just prior to my first descent. Musings After searching for all instances of "c_tach_bat1", it pops up in 4 .ncs files, 3 of which are related to Rulan, the other is "k_pkas_tachuser.ncs" (located in kas_m24aa_s.rim and kas_m25aa_s.rim). After decompiling, I can see that it's triggered in response to the monkey being a certain distance from another object (presumably the player): 00000CBA 05 00 0029 01 ACTION GetDistanceToObject(0029), 01 00000CBF 04 04 42200000 CONSTF 40.000000 00000CC5 0F 21 LTFF 00000CC7 06 20 LOGANDII 00000CC9 1F 00 0000003E JZ off_00000D07 00000CCF 05 00 0009 00 ACTION ClearAllActions(0009), 00 00000CD4 04 04 42200000 CONSTF 40.000000 00000CDA 04 03 00000001 CONSTI 00000001 00000CE0 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004 00000CE8 05 00 0017 03 ACTION ActionMoveAwayFromObject(0017), 03 00000CED 04 05 000B str CONSTS "c_tach_bat1" 00000CFC 05 00 002E 01 ACTION PlaySound(002E), 01 Is it possible that the PlaySound function does not check the Override folder, and I am more or less doomed?