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Apr 1 2011, 04:34 PM
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Krahntnal Group: Developer/MaPPers Member No.: 7,187 Joined: 19-August 08 Posts: 64 Posts per day: 0.04 Topics Started: 8 Skin: SubBlackS&L User's local time: Jun 19 2013, 12:38 AM From: Oregon, USA Windows or Linux ?: Win |
Creating Sound Libraries with FMOD Designer for NS2. First thing you want to do is download and install FMOD Designer (Download FMOD Designer Here.) I found that i had to install mine to C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\utils because the builder points to here for the executable and dll's when building. You could change that path in the builder config if you want but it's just easier to install to that path. Get some sound files ready,Most sounds formats are Accepted (i like to use .wav and .ogg for the quality VS size values).REMEMBER SIZE = MEMORY USAGE!!! Make a folder on your desktop and name it to whatever you want. mine is named ns2sfx, inside that folder make another folder called completed_build or whatever you wish. You will define these paths for source and destination folder shortly. Now open the FMOD Designer and watch the following tutorial videos, they show you step by step basics on building sound libraries as well as adding layers. The video is an older version and not all of the options shown are available in the Designer version but it's enough to get you familiar with the program. For the first time through, Part 1 and Part 6 are the most important, then you can go back and play with the sounds and layers. I Highly encourage everyone to watch all parts before attempting a build. PART 1 Getting Started. PART 2 Simple Events Part 3 Sound Definition Part 4 Multi-Track Events Part 5 Advanced Multi-Track Events Part 6 The Build Process After you follow the videos and complete your build, check your destination folder to verify you have the following files. .fsbcache file folder containing .fobj file(s) Depending on how many sounds you used. .FEV file .fsb file = sound bank file Now comes the fun stuff. You need to run these through the builder to build the sounds into the engine for use in the editor/game. First set up your source directory by following the instructions here--> NS2 Wiki/Builder Below is a quick copy from that Wiki tut for fast reference. The Builder requires the following folders inside the directory to compile and copy game resources to the NS2 folder: materialsrc - Converts .PSD modelsrc - Converts .DAE, .PSD only mapsrc - Copies .level files. (TIP: Save your levels Spark Editor to this folder) cinematics - Copies .level and .cinematic soundsrc - Converts/Packs .fdp to FMOD format/library ui - Copies SWF, converts PSD lua - Copies LUA files After you have your files built you can copy them over to the soundsrc folder in the file structure you just set up for your builder to use or you can use that folder as your output for FMOD's build destination.(i copy as i like to have a gazillion back-ups of everything i do) NOTE:Even though i followed all the steps to the "T" I still cannot get a successful build, I am assuming this is due to the beta stage and since they are having issues with sound they are holding back with a needed element to complete the process.(this is just speculation on my part). The reason i am posting this is that I want to make it easier for others to get started on there sound libraries and familiarize themselves with FMOD Designer and the builder. If anyone can find the reason why it will not build correctly post here and i will correct the steps. |
Apr 1 2011, 04:52 PM
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Krahntnal Group: Developer/MaPPers Member No.: 7,187 Joined: 19-August 08 Posts: 64 Posts per day: 0.04 Topics Started: 8 Skin: SubBlackS&L User's local time: Jun 19 2013, 12:38 AM From: Oregon, USA Windows or Linux ?: Win |
Seems if i can get the builder to work it will create: For Each sound: Mysound.fsb Mysound.fsb.seq The Library: MysoundFX.FEV And a cache.tmp file that i believe is what the engine uses to call the repeated sound files from. I'll update as i figure out the problem, Most likely a missing SDK goodie in the builder. |
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Apr 2 2011, 01:09 AM
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Guests |
Thanks for posting this, *PINNED*.
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Jul 9 2011, 11:24 AM
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Krahntnal Group: Developer/MaPPers Member No.: 7,187 Joined: 19-August 08 Posts: 64 Posts per day: 0.04 Topics Started: 8 Skin: SubBlackS&L User's local time: Jun 19 2013, 12:38 AM From: Oregon, USA Windows or Linux ?: Win |
Simon (UWE DEV) Answered a workaround for this. I haven't tested but it is key information i will share here, I will post final steps in detail after i run a test later in the week. yeh the builder dosnt like the fmod files.. u have to do it manually (described below)
if u want to put custom sounds into ur level u would follow the steps below and then use the level editor to add in ur new sounds. if u want to make a sound mod u need fmod designer, im using version 4.31.03,, open the ns2.fdp from the sound folder and in the fmod gui u can replace any sound or tweek things etc. u wont be able to hear any of the current sounds playing in designer because u guys done have the source audio files that the project is refrencing but u dont need those if u want to make a mod. make sure ur new sounds are in a separate bank from the current sounds in there, and build, then just paste the files that fmod generates into natural selection 2/ns2/sound and play the game to hear ur sounds This post has been edited by Wolf5150: Jul 9 2011, 11:25 AM |
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Lo-Fi Version | Time is now: 19th June 2013 - 12:38 AM |