How to make a sound pack and contribute to MB2 or an independent modification.

Discussion in 'Modification & Media' started by k4far, Jul 16, 2017.

  1. k4far

    k4far Donator

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    What is a sound pack? Sound pack is a set of files usually in .mp3 or .wav (I go with first) format that trigger when your character interacts (you are using taunts, jumping).

    When a new model becomes available it requires assembling a brand new set of sounds for it. Sounds have to be clear, loud and fit the character that is all there is to it. Do you have a character in mind that could use a better soundpack, do you even know of some possible sounds already? Great!

    1501804018689-min.jpg
    Go download Audacity it is the best totally free program for playing with audio. It is used by all big companies, freelancers. You are not wasting your time that might prove useful to you in your future for your job, project... anything.


    The requirements for a sound to work with our game:

    Make sure file is mono and sampling must be 44100. These are essentials for our game. It will not play when things go wrong here. In game console will show you an error when you have a file which is not a "proper" one. It will specify what is wrong too so no worries. Game got you covered here.

    - basic sounds used by weapons can be found in the GameData\MBAssets.pk3\sound\weapons
    - default voices for character can be found in the GameData\zz_MBModels2.pk3\sound\chars


    I am quite new to sound editing but I find it extremely enjoyable as my part-time activity. It is very nice to see it in the game later and used by people. I also wanted to help out in some way with the Development of MB... modelling was not for me I tried I tried I am saying (damn it). Coding neither (damn you math too). I am aware there are some mistakes, not everything is explained as yet I am putting this down after a busy day I had a thought to do it since noone bothered before me. May you find some fun in what I could I wish you very much.

    Feel free to ask for help.
     
    Last edited: Aug 4, 2017
  2. Shenghai

    Shenghai

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    Just to add on here, make sure the .wav is saved as 16 bit, 32 bit won't work.

    Also, instead of the amplify function, I would suggest the normalize function. It doesn't hurt the quality as bad in my experience.

    I can also add onto this: How I gave my mandalorians a helmet filter.

    Once you have a sound you're ready to work with, make it a stereo track. Then, vocal remover while retaining frequency bands (I'd recommend not tinkering with this). Then apply a high pass filter (You can play around with this a bit) and normalize. Make it mono again, and export.

    EDIT: Also, you can go into MBassets3/, find the folder for the character you're replacing, and in modeldata.cfg, you can add a specific soundpack for a specific character (like mandalorians).
     
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  3. Noob

    Noob Donator

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    You should never edit existing pk3s. instead create a pk3 using winrar or whatever archiving program you wish. Have the folder path to the sound then arhive it as a .zip (important not to archive as .rar) then rename the file to zzz_placeholder.pk3. Remember that quake loads pk3s in alphabetical order so when you have the replacement be the lowest possible name (with z's) you override the previous pk3
     
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  4. eezstreet

    eezstreet Movie Battles II Team Retired

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    Should add some corrections to this...

    anger sounds are played 50% of the time instead of a taunt
    if the anger sound check fails (ie, 50% of the time), it will play a taunt1-5 instead
    if there is no taunt4 or taunt5 it will play a random one from taunt1-3 instead
    taunt.wav is only used for gloat/flourish emotes

    bit rate of the audio file does not matter
    it can be in wav OR mp3
    correct sample rate is 44.1 khz / 44100 hz
     
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  5. k4far

    k4far Donator

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    I have in plans to write a bit about helmet and robotification effects. Also, how to use generic sounds and make something brand new out of them so advance pitching & playing with tempo/speed.

    I am currently using my own .pk3 file that overrides all other files but I have never experienced any issues by editing an existing archive. We can not edit a file that is being used by game in real time. Replacing sounds is a simple action and it should not cause any issues.

    Have to disagree. Listen to a sound in 320 kbps and 64 kbps, you will tell the difference right a way - the detail and the clarity.
    Have you ever listened to a .flac file on good headphones? Oh, you should!
     
    Last edited: Aug 3, 2017
  6. MaceMadunusus

    MaceMadunusus Movie Battles II Team

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    He isn't saying in terms of audio quality, hes saying the engine doesn't care what bitrate it is at.

    Also, if you care about audio quality, you should never use a youtube video as your source. Youtube limits the audio bitrate to 128kbps or 192kbps depending on the source file.
     
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  7. k4far

    k4far Donator

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    I did not say that it is making a difference for the engine. Well, the engine. I am only saying you can hear more thus clean it up better if you get a better quality file. It is quite important in the process of working on the sound to have it at best.

    As for the bitrate: Recommended upload encoding settings - YouTube Help
    It can be up to 512 kbps actually with five point one surround sound. Stereo is a thing already and it supports up to 384 kbps on YouTube.
     
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  8. MaceMadunusus

    MaceMadunusus Movie Battles II Team

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    Yes, but no one uploads in that and that change was fairly recent. So like 98% of what you find for movie quotes, is gonna be in horrible quality.
     
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  9. Puppytine

    Puppytine Slayed dreamer

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    It will cause issues with repairing and updating -- Launcher will replace files you've modified with official ones, so you have to repack your sounds after each repair or updating.
    Also it's hard to partially rollback changes if you forget which files you've modified; the only options you'll have are leave it as is or perform a repair, eliminating all changes at once.
    Also to redistribute your custom sounds you'll have to place them to a separate package, since I hardly doubt that people will like an idea of replacing original assets.

    Short version -- editing existing pk3s fucks up versioning. Versioning is important.
     
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