Essentials Series/Sound and Music: Difference between revisions

From Heavy Iron Modding
Content added Content deleted
Battlepedia>Igorseabra4
No edit summary
Battlepedia>Igorseabra4
No edit summary
Line 2: Line 2:
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]].


== Exporting ==
== 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.
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.


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.

== Exporting ==
To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.
To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.
* If you're using a Xbox archive, this is a WAV sound which can be played immediately.
* If you're using a Xbox archive, this is a WAV sound which can be played immediately.

Revision as of 01:54, 27 April 2020

Essentials Series
  1. Introduction
  2. Industrial Park basics
  3. Editing Assets
  4. Templates
  5. Links
  6. Dispatchers
  7. Tikis and Enemies

This page is part of the Essential Series modding tutorials. It covers exporting and importing the game's sound and music using Industrial Park.

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.

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 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.

Exporting

To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.

  • 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 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:

  • 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 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.

Jaw Data

Jaw Data is contained in the JAW asset and refers to lip-syncing data for character mouths. You can use 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. This video contains a guide on doing that.

Sound Effects

See the Sound Effects tutorial for a guide on playing the sound ingame.

Links