Steezlebeads

Sound Redesign Mod Creations for KOTOR

Recommended Posts

Hey all,

I’m new to the forums. Heard about this community from reddit.

I’m an aspiring technical sound designer currently working on reels of various design applications.

Seeing as the Kotor series is my favorite video game series of all time and is super mod-able, I thought it might be fun to do a more modern sounding redesign. I’m actually already working on redesigns for various cutscenes from Kotor 1.

Is this feasible? Where should I look to start learning about this process? I’ve seen about the Lucas tutorials but not sure if they’ll be good for what I’m looking to do. 

Also, if anyone knows If Kotor is using middle-ware like FMOD or Wwise, I’d appreciate such knowledge. 
 

Mods, lmk if this isn’t the appropriate thread for this question and I’ll be happy to repost elsewhere. 


Thanks!

  • Like 2

Share this post


Link to post
Share on other sites
On 1/13/2021 at 1:51 AM, Steezlebeads said:

Hey all, I’m new to the forums.

Hello, and welcome! 🍻

On 1/13/2021 at 1:51 AM, Steezlebeads said:

...might be fun to do a more modern sounding redesign.

Sounds fun!

On 1/13/2021 at 1:51 AM, Steezlebeads said:

Is this feasible? Where should I look to start learning about this process?

It is feasible. I'd recommend you to start from having KotOR Tool first -- it's a handy utility to extract the game files; including several sound-effects/SFX which can't be accessed directly through the game directory. Voice-overs/VO can be obtained via streamwaves [K1]/StreamVoice [TSL], background-music/BGM through streammusic [K1/TSL], and some other SFX and/or soundsets from streamsounds [K1/TSL] folder.

Second, to have SithCodec with you, always. I'll just quote @JCarter426 as the author for elaboration --

Quote

The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games.

-- with that in mind, few audio in the game contain the said headers and most of them are VO as well as BGM. In the game files they're disguised as WAV, though originally are MP3.

Third, to know what audio setup the game's natively use --

  • SFXMono WAV at 22050Hz. e.g. pl_starmap_open.WAV -- SFX used for Star Map when opened [K1]
  • VO: Mono WAV at 32000Hz. e.g. NGLOBECAND03473_.WAV -- one of Canderous' VO [K1]
  • BGM: Stereo WAV at 44100Hz. e.g. evil_ending.WAV -- music for dark-side ending [K1]

 

On 1/13/2021 at 1:51 AM, Steezlebeads said:

...if anyone knows If Kotor is using middle-ware like FMOD or Wwise...

SithCodec should do more than enough to decode/encode the audio. For editing and stuffs you could pretty much use anything you like.

That's all as beginning. I might've missed something there -- just ask if you have any questions. Cheers!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.