Author Topic: Custom Sounds.  (Read 23485 times)

Offline lengro

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Re: Custom Sounds.
« Reply #30 on: January 22, 2016, 05:39:22 PM »
Just delete the Desktop folder to remove the sounds. If your trying new sounds, delete the title0 event ore replace the sound file in the event, and you will be back to normal title music.

Yup - I replaced your voice with Ennio Morricone music - much more pleasant! :)
"When you have to shoot, shoot, don't talk!" Tuco - The Good, the Bad and the Ugly.

Offline hitech

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Re: Custom Sounds.
« Reply #31 on: January 22, 2016, 07:21:33 PM »
Yup - I replaced your voice with Ennio Morricone music - much more pleasant! :)

Congratulations on having the first user generated sound in AH 3

Offline Mitsu

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Re: Custom Sounds.
« Reply #32 on: January 23, 2016, 01:30:46 AM »
TY HT!
I will try it later. :)

Offline Bizman

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Re: Custom Sounds.
« Reply #33 on: January 27, 2016, 11:03:43 AM »
I'd like to get an illustrated 101, the only thing I managed to do was to replace your voice with the original title. I simply can't figure out how to replace the title sound, not to mention adding engine or warning sounds.
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline hitech

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Re: Custom Sounds.
« Reply #34 on: January 27, 2016, 11:31:15 AM »
I'd like to get an illustrated 101, the only thing I managed to do was to replace your voice with the original title. I simply can't figure out how to replace the title sound, not to mention adding engine or warning sounds.

Learning how to use fmod is far and above what we will provide. Search youtube for fmod tutorials.

Once you have it playing inside of fmod, any issues you have we can help with.

HiTech

Offline Bizman

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Re: Custom Sounds.
« Reply #35 on: January 27, 2016, 11:32:30 AM »
Thanks, I'll give it a try.  :salute
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline Bizman

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Re: Custom Sounds.
« Reply #36 on: January 27, 2016, 12:05:08 PM »
No way I can understand it. It's like Photoshop, requiring to read a tutorial as thick as the Bible. Or viewing tutorial videos with a host speaking faster than my two brain cells can understand.

And all I wanted to do was to add a couple of wave sounds into the game.

[edit] I managed to change the title music by the instructions on your first post...[/edit]
« Last Edit: January 27, 2016, 12:06:50 PM by Bizman »
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline hitech

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Re: Custom Sounds.
« Reply #37 on: January 27, 2016, 12:23:42 PM »
No way I can understand it. It's like Photoshop, requiring to read a tutorial as thick as the Bible. Or viewing tutorial videos with a host speaking faster than my two brain cells can understand.

And all I wanted to do was to add a couple of wave sounds into the game.

[edit] I managed to change the title music by the instructions on your first post...[/edit]

What sounds did you wish to change? Many are as simple as doing the same as the title music change.
If you tell me what ones I can tell you what events to copy from the HTCEvents project.

HiTech


Offline Bizman

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Re: Custom Sounds.
« Reply #38 on: January 27, 2016, 12:31:46 PM »
Well, I made synchronized start, engine and stop sounds for the Brewster when it was launched. I also have a Warning sound playing the tune they played for three days in a row to eliminate the Russian radio mines in Vyborg, mixed with a Soviet propaganda broadcast along with some hum and whistle.
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline hitech

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Re: Custom Sounds.
« Reply #39 on: January 27, 2016, 12:50:33 PM »
Step 1 create a folder call Human under the Default event folder.

step 2 Open the HTCEvent project (keep yours open also)

step 3 Copy the Defaut/Human/warning event

step 4 Paste the Warning Event into your Default/Human folder.

Step 5 right click the warning event Assign to bank CustomEffects.

step 6 Modify the event, if you just have a single sound I would leave the mic click part and simply replace the random sound component.

step 7 build.


HiTech
« Last Edit: January 27, 2016, 01:48:04 PM by hitech »

Offline Bizman

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Re: Custom Sounds.
« Reply #40 on: January 27, 2016, 01:18:24 PM »
Thank you! This was just the type of tutorial I asked for in my previous post.

I'll give it a try tomorrow, now it's getting late and my head is full of dust bunnies.
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline hitech

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Re: Custom Sounds.
« Reply #41 on: January 27, 2016, 01:47:37 PM »
Thank you! This was just the type of tutorial I asked for in my previous post.

I'll give it a try tomorrow, now it's getting late and my head is full of dust bunnies.

Note I modified the above slightly.

HiTech

Offline Bizman

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Re: Custom Sounds.
« Reply #42 on: January 28, 2016, 03:42:31 AM »
Note I modified the above slightly.

HiTech
No harm done, I didn't print the instructions - which actually might be a good idea.  :salute
Quote from: BaldEagl, applies to myself, too
I've got an older system by today's standards that still runs the game well by my standards.

Kotisivuni

Offline DeadMeat

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Re: Custom Sounds.
« Reply #43 on: February 09, 2016, 06:46:30 AM »
Is it possible to convert current sounds to the FMOD format?

Offline ONTOS

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Re: Custom Sounds.
« Reply #44 on: February 12, 2016, 06:58:44 PM »
When AH III finally comes to be put in place and AH II is done away with, will there be a simple way to get customs sounds ? I have spent a long time getting my sounds like I like them, it's part of the reason I like this game.