Anonymous user
Essentials Series/Sound and Music: Difference between revisions
no edit summary
Battlepedia>Igorseabra4 m (Igorseabra4 moved page Sound and music (tutorial) to Custom Sounds: updating for new tutorial format) |
Battlepedia>Igorseabra4 No edit summary |
||
Line 1:
{{EssentialsSeriesBox}}
This page is part of the Essential Series modding tutorials. It covers exporting and importing the game's sound and music using [[Industrial Park (Level Editor)|Industrial Park]].
== Exporting ==
In BFBB, sounds are stored in [[SND]] (sound effects), [[SNDS]] (music and voices) and [[SNDI]] (headers) assets usually in [[HOP]] files. Most of the game's sounds (effects and voices) are in each individual level that uses them, but music is contained in MNU5.HIP.
To export a SND or SNDS asset
* If you're using a Xbox archive, this is a WAV sound which can be played immediately.
* On GameCube (BFBB and Scooby), it's a DSP file which you can use [https://github.com/jackoalan/audacity/releases this Audacity fork with DSP support] (or another tool of your choice) to import and convert to other formats such as WAV or MP3.
* On GameCube (Movie/Incredibles/ROTU), this is a FSB3 file.
* On PS2, this is a VAG file.
== Importing ==
To import a custom audio file, it must be:
To import a custom DSP audio file (or one exported from another HOP file), simply check the "Trim header and send it to SNDI" checkbox and click on Import Sound Data. Choose your source DSP file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.▼
* On Xbox, a WAV file.
* On GameCube (BFBB and Scooby), a mono DSP file which you can export from the Audacity version linked above (or another tool of your choice).
* On GameCube (Movie/Incredibles/ROTU), a FSB3 file.
* On PS2, a VAG file.
▲To import a custom
== Jaw Data ==
Jaw Data is contained in the [[JAW]] asset and refers to lip-syncing data for character mouths. You can use [https://github.com/pslehisl/BFBBJawData/releases this plugin] to create jaw data from an audio file in Audacity; then use the Import Jaw Data button in the Asset Data Editor for the sound asset to import it. [https://www.youtube.com/watch?v=WieXyyDt1n0 This video] contains a guide on doing that.
== [[SFX]] ==
|