Essentials Series/Sound and Music: Difference between revisions

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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]].
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]].


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. The difference between SND and SNDS is that SND are loaded completely before being played, while SNDS are loaded from the disc as they are being played. The files use a system in which a part of the sound data (the header) is in the SNDI asset, while the rest is in the SND/SNDS. When importing/exporting sounds, Industrial Park will handle this separation for you.
== Previewing ==
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.


== Previewing ==
You can use the Asset Data Editor for SND and SNDS sounds to preview sounds; this only works on a few sound formats, but not all of them. For this function to work, you must first click on '''Download vgmstream''', under the Tools tool strip menu to download a vgmstream release from [https://github.com/losnoco/vgmstream/ its page] to your Resources folder. The tool is used to play the sounds. To stop a sound, click on the '''Stop Sound''' also under Tools, otherwise the sound will only stop if you close Industrial Park.
You can use the Asset Data Editor for SND and SNDS sounds to preview sounds; this only works on a few sound formats, but not all of them. For this function to work, you must first click on '''Download vgmstream''', under the Tools tool strip menu to download a vgmstream release from [https://github.com/losnoco/vgmstream/ its page] to your Resources folder. The tool is used to play the sounds. To stop a sound, click on the '''Stop Sound''' also under Tools, otherwise the sound will only stop if you close Industrial Park.


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* On PS2, a VAG file.
* On PS2, a VAG file.


To import a custom audio file (or one exported from another HOP file), simply check the "Trim header and send it to SNDI" checkbox in the Asset Data Editor and click on Import Sound Data. You can do this on an existing sound asset, or on one you duplicated/renamed. Choose your source file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.
One option is to use the '''Import Multiple Assets''' dialog, which you can find in an Archive Editor's Edit tool strip menu. Make sure you have a SRAM layer selected, then open the dialog, select the asset type you want to import (SND for sound effects, SNDS for music or voices), click on Import Raw Data and choose any amount of files to import. Industrial Park will automatically split the header from it and place it in the SNDI file.

[[File:Industrial Park Screenshot15.png|600px|thumb|center|Import Multiple Assets]]

Another option is to use an existing SND/SNDS asset. Check the "Trim header and send it to SNDI" checkbox in the Asset Data Editor and click on Import Sound Data. You can also do this on an asset you duplicated/renamed. Choose your source file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.


== Jaw Data ==
== Jaw Data ==