dale home
Posts: 288
|
Post by kTeo on Nov 8, 2020 21:28:09 GMT 10
As of september of 2022, this thread is now obsolete. For doing this without having any of the problems below, use the new SND tools. You can check them HERE Many people who are into modding RE4 must know that chainsaws, garradors, and JJ's bullets are completely muted in areas they don't belong. For some reason, those sounds are not played by emxx.xwb, but by the room's .xwb instead. Here's what we can do to add proper sounds to them: Dr. salvadors appears at r101 Bella sisters appears at r11d Garradors appears at r201 JJs appears at r300 lets say we want to add Dr. salvador sounds, here's what you'll need to do: -get the .SND file from r101 and paste it on your target area folder, overwriting the previous .SND -copy r101.xwb and r101.xsb, located at BIO4/snd/room/st1/, and rename it to your target area's name (r100,r103,r106...) (remember we have multiple st folders) -overwrite the original files from the target area and there we go, all done. in this video, i added Dr. salvadors sounds from r101 and my target area was r100: .SND files are still not entirely understood by the community, so replacing everything is the only way we could work with it. NOTE: you can only add one sound per area NOTE: as you may guess, this messes up all the other enviromental sounds. this can be fixed if you have enough patience to edit the whole .ESE file on your .udas map
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
|
Post by Mr.Curious on Nov 9, 2020 3:31:12 GMT 10
I use this method from time to time, but it should be known there are most often tradeoffs for sounds. Yes this method works, but usually has undesirable side effects. Also, your explanation of being able to fix these undesirable effects is inaccurate:
"NOTE: as you may guess, this messes up all the other enviromental sounds. this can be fixed if you have enough patience to edit the whole .ESE file on your .udas map"
This is not particularly true. While some rooms do use ESE for some environmental sounds, it is important to understand that environmental sounds can come from 2 different files:
1 - bio4midi.xwb. This file contains sounds like heavy rain, light rain, wind, industrial hum etc. This file is loaded through a script, so we have no way (that we know of) to load different sounds through this file. (we can use the FSE file to toggle these sounds off and on, but not to alter which .wav file is loaded into memory).
2 - rxxx.xwb. As you mentioned, there are some environmental sounds that are in the rxxx.xwb room file, like the sound of a river, or fire, or insects swarms etc. The triggers for these sounds can be edited via the ESE file, but if we swap out the rxxx.xwb there are problems that arise.
So while your method may work to replace chainsaw sounds, the explanation of fixing the other rxxx.xwv sounds with the ESE is not entirely true. We can not use the ESE to fix other sounds that are loaded with the rxxx.xwb, in particular, rooms that have active devices that use sound effects, like cranks, elevators, interactive buttons, lasers, explosions, etc. Also, if the original environmental sounds that were in the rxxx.xwb file are not present in the file that is swapped out, then replacing their .wav files does not always work either, as the swapped out .xsb file does not always contain the right track parameters (like whether the sound should be constant, or if it is a directional sound).
Also. Using this method often messes up the sounds that are used by ETM objects, as the sounds for these are also included in the rxxx.xwb files. For example if you were to use this method in a room that contains sounds for breaking vases, electric doors, or exploding gas canisters, then you would lose these sounds as well. This issue particularly bothers me, as it prohibits us from importing these kind of ETM objects into new rooms, leaving us with functioning models, but no sound to accompany them.
I would suggest that anyone using this method first open the rxxx.xwb file and observe the contents beforehand to see exactly what you will be losing. Sometimes it is a tradeoff. It really is a pain in the ass that these chainsaw sounds were not included in the emxx.xwb files, but alas, this game was not intended to be modded, so the devs designed things in a way that prioritized file memory to be optimized.
|
|
|
Post by Tiago SEM H on Jul 18, 2022 15:35:06 GMT 10
so what is the safe/best way to fix these sounds? i'm playing randomizer mod a lot, and the lack of chainsaw sounds in some areas gets me bad for it... even got killed some times for not listen them coming...
|
|
Posts: 60
|
Post by ilyas on Aug 10, 2022 9:23:41 GMT 10
Hey bro can you do a tutorial on attaching the enemy to the items as long as the enemy dies? items spawn far from the enemy
|
|
dale home
Posts: 288
|
Post by kTeo on Aug 11, 2022 3:56:13 GMT 10
Hey bro can you do a tutorial on attaching the enemy to the items as long as the enemy dies? items spawn far from the enemy Offset[132..135] = 0x1 that should do the trick and the item will use the coordinates from ItemPosition instead of dropping from enemies.
|
|
Posts: 60
|
Post by ilyas on Aug 11, 2022 5:34:40 GMT 10
yeah i understand you thank you bro for a very very quick tutorial
|
|
Posts: 60
|
Post by ilyas on Aug 12, 2022 9:49:40 GMT 10
Can PMD level viewer be used to get 4 corners of triggerzone for aev
|
|