Author Topic: Custom Sounds.  (Read 23508 times)

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Custom Sounds.
« on: January 21, 2016, 10:18:08 AM »
First pass at creating user sounds.

Step one.

Download FMOD Studio Authoring Tool
http://www.fmod.org/download/

Step 2
Download the attached zip file and unzip it into your Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 3.
Start FMOD Studio and open the file
  CustomSounds\FmodProjects\CustomSounds\CustomSounds.fspr

Next in  FMOD Studio menu item Edit/Preferences
Select the Build tab and ensure you are pointed at your  Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 4. In FMOD Select File/Build

If all went correctly there now should be a folder Hitech Creations\Aces High Beta Game\CustomSounds\Desktop
and when you start AH you should here something different beside the title music.

Do to the way fmod works you can NOT change any of the buss & group structure.

We also have include our complete fmod project under   CustomSounds\FmodProjects\HTCEvents

We have only include the complete structure , do to copywrite issues we can not ship any of the raw sound files.
NEVER modify the HTCEvents project and try use it,

You can copy from the HTCEvents project and Past in your CustomSound project to get basic events structures and varables.

If you wish to disable your custom sounds, simple rename or delete the CustomSound\Desktop folder. Building the project will recreat this folder.

___________________

After you have successfully run the installation test you can delete the default/title0 or change the sound file of the event to any sound or mp3 you have.

It will always be best to start with a new effect by copying one from the HTCEvent project.
All events must be assigned to the correct group for the environmental changes we do.


Plane Overides.

If you wish to do custom engines on a single plane you simple make the xxx/interal event in a folder of the plane name.

As example if you wish to modify the p51b sound you would create a folder called p51b at the same level as the default folder.

Then put your custom events in there instead of the default folder.

fi156 m3 tiger2 and sdk251 are examples of this in the HTCEvents project.


FMOD as been starting to work on a system meant directly for user created content, I think we are the first to try let users create it.


ALSO REMEMBER THAT YOU MUST ASSIGN YOUR EVENT TO THE CORRECT BANK.


HiTech







« Last Edit: January 22, 2016, 04:21:49 PM by hitech »

Offline Bizman

  • Plutonium Member
  • *******
  • Posts: 9606
Re: Custom Sounds.
« Reply #1 on: January 21, 2016, 11:36:49 AM »
Did that to somewhat of a success.

However, since I've been just updating through the game since late Alpha, I only had an Alpha game folder. FMOD created a Beta game folder with the desired contents. However, since there was only the CustomSounds\Desktop within, I decided to uninstall the Beta and start fresh.
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 zes

  • Zinc Member
  • *
  • Posts: 42
Re: Custom Sounds.
« Reply #2 on: January 21, 2016, 04:23:18 PM »
Oh my.  This may be the 'update' that gets me back into AH. 

I've been away for a number of years and had created a complete sound set back in the day but always hoped that the custom sound implementation could be more robust.  Now that you've adopted FMOD, do you allow custom sounds to use multiple audio files to represent throttle and RPM states?  Can we take advantage of multi-events with random selection of one-shot sounds and so on?  I know FMOD studio quite well and so long as the types of things I've mentioned are allowed, I'm in!

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Custom Sounds.
« Reply #3 on: January 21, 2016, 04:35:15 PM »
Oh my.  This may be the 'update' that gets me back into AH. 

I've been away for a number of years and had created a complete sound set back in the day but always hoped that the custom sound implementation could be more robust.  Now that you've adopted FMOD, do you allow custom sounds to use multiple audio files to represent throttle and RPM states?  Can we take advantage of multi-events with random selection of one-shot sounds and so on?  I know FMOD studio quite well and so long as the types of things I've mentioned are allowed, I'm in!

Yes, engines have 4 inputs Load, Rpm,Running, and damaged.

HiTech

Offline ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Custom Sounds.
« Reply #4 on: January 21, 2016, 05:23:53 PM »
I went to the FMOD Studio Authoring tool. Could not find Zipped folder. Could you please give a little more detail. Thank you.

Offline JimmyD3

  • Gold Member
  • *****
  • Posts: 3979
Re: Custom Sounds.
« Reply #5 on: January 21, 2016, 06:09:33 PM »
I went to the FMOD Studio Authoring tool. Could not find Zipped folder. Could you please give a little more detail. Thank you.

Look at the bottom of HT's post.
Kenai77
CO Sic Puppies MWK
USAF 1971-76

Offline ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Custom Sounds.
« Reply #6 on: January 21, 2016, 06:44:21 PM »
Thank you, I feel like an idiot. :o

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Custom Sounds.
« Reply #7 on: January 22, 2016, 09:34:08 AM »
Anyone tried out the custom sounds  yet?

HiTech

Offline Bizman

  • Plutonium Member
  • *******
  • Posts: 9606
Re: Custom Sounds.
« Reply #8 on: January 22, 2016, 10:55:19 AM »
Anyone tried out the custom sounds  yet?

HiTech
I'd like to... I made the Brewster start, engine and stop when the B239 came but I don't understand your instructions.

As I understand, I should copy for example the Fi156, rename and modify, but I can't find it. Or am I totally lost here?
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 ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Custom Sounds.
« Reply #9 on: January 22, 2016, 11:52:52 AM »
I guess I'm still an idiot. Can't download any of it  the way it is written. Have tried several ways. Sorry.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Custom Sounds.
« Reply #10 on: January 22, 2016, 11:57:21 AM »
I guess I'm still an idiot. Can't download any of it  the way it is written. Have tried several ways. Sorry.

Lets try try this step by step.

first use this link to install fmod studio.


http://www.fmod.org/download/fmodstudio/tool/Win/fmodstudio10705win32-installer.exe

When installed and you can start the program i'll post the next step.

HiTech

Offline Bizman

  • Plutonium Member
  • *******
  • Posts: 9606
Re: Custom Sounds.
« Reply #11 on: January 22, 2016, 12:52:12 PM »
Done
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 ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Custom Sounds.
« Reply #12 on: January 22, 2016, 01:01:14 PM »
The above link has been down loades to my flie (folder). (for the sounds)

Offline ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Custom Sounds.
« Reply #13 on: January 22, 2016, 01:08:35 PM »
Do I run or save the file when it ask ?

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Custom Sounds.
« Reply #14 on: January 22, 2016, 01:11:35 PM »
Save , after downloaded run.

HiTech