Mandrake on 27/3/2005 at 20:25
Quote Posted by SneaksieDave
On a related note: OMFG, sound OVERLOAD. I arrogantly thought, "Cool, it works! Now I'm going to listen to them all!" An hour and a half later, and after skipping pages and pages of them (meaning, I was listening to probably 1/200 of them) I finally got to the
Zombie sound effects. Yikes. There are SO many sounds. Couple those with imports from T1&2 (with respect due to the sound work on T3, the ambients from T1&2 just rule) and we've got a sound library so extensive that almost anything can be done with it. There's even what seemed like dozens(?) of unused conversations. Incredible.
:cheeky:
Theres a lot isn't there..... I've been through a lot of them some time ago, and been impressed by just how many there are. I remember before Thief 3 came out there was some claim in the press that there were "100,000" lines of recorded dialogue, or some similar huge number and I don't think most people (myself included) believed them.
Well, you better believe them :cheeky:
My only regret is that as you say, there seem to be a LOT of cool sounds that are NEVER used in the game, or at least, extremely difficult to trigger them to be used such that most people will never hear them. On the other hand there are a few AI barks that are grossly overused. ("When you come down from there, I'll be ready" etc)
ascottk on 27/3/2005 at 22:34
I extracted everything from the *.csc files into the sound folder and totally deleted the csc files. Now all of the sounds work within the editor and all of the audio I exported from Thief Gold work! I can listen to all the schema files and modify the subtitles in the soundschema browser with no problem.
First I right-click the folder I created, add schema . . . , advanced . . . , From One WAV . . . , choose the wav file I want and it shows up under the folder with the title of the wav file. Then you could add your subtitles. I don't know why the stuff in the csc files don't work, but after extracting them they work.
Later I'll see if they'll work in a map.
Mandrake on 27/3/2005 at 22:39
Quote Posted by ascottk
I extracted
everything from the *.csc files into the sound folder and totally deleted the csc files. Now all of the sounds work within the editor and all of the audio I exported from Thief Gold work! I can listen to all the schema files and modify the subtitles in the soundschema browser with no problem.
First I right-click the folder I created, add schema . . . , advanced . . . , From One WAV . . . , choose the wav file I want and it shows up under the folder with the title of the wav file. Then you could add your subtitles. I don't know why the stuff in the csc files don't work, but after extracting them they work.
Later I'll see if they'll work in a map.
The question is, do we have any way to take all our modified sounds and recreate new .csc files ? They are presumably done like that in the interests of efficiency, much like the ibt files speed up loading...
ascottk on 27/3/2005 at 23:16
I think the csc files have proven to be unreliable but I'm sure there's a different way of doing things. OGG files should be the way to keep things smaller.
[edit] The editor doesn't like 44 KHz files. I processed the files as Windows PCM, 22 KHz, 16-bit .
SneaksieDave on 28/3/2005 at 00:48
Any problem with hearing them when you run the game?
ascottk on 28/3/2005 at 02:03
The sounds work great playing the game within the editor (using the Send to XBox technique). Here's a warning though: if you ever create a conversation within your level, the conversation editor will move your schemas according to which AI is doing the talking. I spent the last hour or so fixing my schemas. Now I have to fix my triggerscript because the door opens before the AI stops talking. I want the door to open after his speech . . .
I'm not sure about the sounds playing without running the game within the editor. As long as the files the game is looking for is in the sound folder, then theoretically it sure work.
Rantako on 29/3/2005 at 15:31
I've followed the instructions here, and encountered the following problems:
SoundDrone will only let me open SchemaMetafile_DVD1.csc, despite a number of reinstalls and deleting the key with regedit. (I've even tried renaming SchemaMetafile_Harddrive to SchemaMetafile_DVD1, and it simply refuses to open it).
If I then delete the csc files, the editor will let me play all the sounds in the Schema Browser, but ingame the ambient sounds won't work, and all collision sounds (including footsteps) stop, whether I'm using the 'play level' or 'send to xbox' options! (This is probably because I can't get SchemaMetafile_Harddrive to extract.)
I then tried putting the csc files back, in which case the sounds all work ingame... but not in the schema browser, although the wav and ogg files are still in the sound folder.
In all cases, I can't get my own sounds to play ingame (I'm using some T2 sounds converted to the format mentioned in this thread.)
It's driving me mad! :mad: :grr:
Mandrake on 29/3/2005 at 20:29
Quote Posted by Rantako
I've followed the instructions here, and encountered the following problems:
SoundDrone will only let me open SchemaMetafile_DVD1.csc, despite a number of reinstalls and deleting the key with regedit. (I've even tried renaming SchemaMetafile_Harddrive to SchemaMetafile_DVD1, and it simply refuses to open it).
If you look at the registry key you're deleting, you'll see that SoundDrone only remembers the
directory not the specific filename you browse to. That means it only needs to know the directory, and presumably scans all .csc files within the directory. It doesn't matter which one you try to open, you'll still get access to all the sound files...
The author should have used a directory selection dialogue rather than an open file dialogue...
Rantako on 30/3/2005 at 09:18
Ah, that makes sense...
Any idea why the ambients and collision sounds stop?