V130 Project Sounds
by
AkyV
Using 'Convert to
v130' button in WADMerger lets you use all of the old-generation TR
sounds (TR1, 2, 3, 4, 5) and some special sounds in your game. (It's an
NGLE-specific feature and irreversible after saving WAD.) - So you don't
need to put non-TR4 old-gen sounds on a TR4 sound slot to play them in
the game.
(Don't use SFX_Example.bat any more if you want to
use WADMerger Sound Manager. And, if you want to use some non-TR4
old-gen or special sounds, then you need Sound Manager.)
Global map
If your WAD is 'version 130' then you can identify these sounds on
a so-called 'global map'. This map has 4099 sound slots:
global
map slot____original game slot
from________to___from__________to___type
0___________369__0___________369__TR4 (TRLE, NGLE)
370_________499__0___________129__hard (reserved)
500_________524__0___________24___src (cust_env)
525_________601__0___________76___cust_anim
602_________857__0___________255__TR1
858_________1227_0___________369__TR2
1228________1597_0___________369__TR3
1598________4098_0___________2500_TR5
The explanation of the
map is easy: for example, if you want to use TR3 sound slot#0 then it's
slot#1228 on the map, TR3 sound slot#1 is slot#1229 on the map etc.
Type names
If you play a sound from the map and you use Diagnostic command in
script for sounds then you'll see this kind of text on the screen: 1416
(TR3: 188). It means: 'you can just hear the sound(s) from global map
sound slot#1416, i.e. the original TR3 sound slot#188'.
Hard, src
and cust_anim types are specific slots. (I don't know the details. For
example, maybe 'hard' means 'hardcoded sounds'?) - Reserved and cust_env
are alternative names you can see in WADMerger.
Sound
manager windows
If your WAD
is v130 then you can use more windows than one in Sound Manager of
WADMerger: one for each old-gen game and one for the special sounds.
(The window of TR2 is a bit inaccurate: as you see, the list starts from
TR2_2 instead of TR2_0. So, for example, if you see 1148-TR2_292 Play
Sound AnimCommand at some animation of some object then it means this is
global map slot#1148, i.e. TR2 sound slot#290.)
Adding
non-TR4 sounds to your WAD
FIRST METHOD (with objects added)
1. Click the icon Settings ('wrench') of WADMerger. Add the
location of NGLE folder Samples, main.sfx of TR2 game and main.sfx of
TR3 game.
2. Load your WAD into the left (destination) window of
WADMerger.
3. Adjust destination WAD to be v130.
4. Load the
non-TR4 level file that has the object that uses that sound into the
right (source) window of WADMerger. (So a PHD, TR2 etc. level file and
not a WAD file!)
5. Copy that object from source into the
destination. (Be careful: non-TR4 object slot names and TR4 object slot
names are not always the same.)
6. Save the destination WAD.
7.
The sound file(s) of the sound slot will be put into Sound\Samples
folder of the game.
The names of the files are easy to understand.
For example, the four files of TR3 sound slot#17 are:
TR3 Sound
17-0.wav
TR3 Sound 17-1.wav
TR3 Sound 17-2.wav
TR3 Sound
17-3.wav
8. WADMerger may show some inappropriate data about
this operation now. To correct it, load the saved WAD again.
SECOND METHOD (without objects added)
When you have the destination and the source files loaded in
WADMerger, too, then open a window in Sound Manager. - For example, TR3
window if you have a TR3 level loaded.
In this window you can see
now the name of the level file at the sounds slots of the objects of
that level. If you want to have one of those sound slots in destination
then mark that small square at that slot manually.
The WAV will get
to Samples when you save the WAD.
Notes:
1. In the proper Sound Manager window (i.e, for example, in TR3
window if this sound slot is from TR3) we can see after the operation:
every sound slot of this copied object is marked.
Putting the cursor
line on any marked slot here we can see the parameters of this slot in
small windows under the big window. - We must know about these
parameters:
a, The sound name in one of the small window and in
the Samples folder are not the same maybe. - For example:
TR3
Sound 025-0.wav
TR3 Sound 25-0.wav
You have to correct it
(in Samples).
b, If you want to adjust these parameters, the
WADMerger will always reset them if you save the changes and load this
WAD. So this is what would also happen now. And this is a problem
because when you put a non-TR4 sound slot into your WAD then that sound
slot has bad parameters sometimes. (For example: wrong pitch.)
2. Unfortunately, my experience is TR5 sound slots won't work on global
map. So, I think, the only way to play a TR5 sound from not a TR4 slot
is if you use an ImportFile script command or if you play that sound
(converted into an audio format) in an audio slot.
Adding
non-TR4 sounds to an object
It won't work if you want to add a non-TR4 sound slot to any frame of
any animation of any object.
But we can use some tricky
solutions to avoid this problem. - For example:
1. Copy an
animation with that sound into the problematic animation slot, then in
this new slot, form the animation.
2. Correct the frame number in
AnimCommand panel to put that sound to another frame.
Deleting
non-TR4 sounds from an object
If you want to delete a non-TR4 sound from a frame of an animation of
your object then delete the Play Sound AnimCommand that plays that
sound.
Notes:
1. As for the bugs, I'm not sure it's safe to delete all the Play
Sound AnimCommands of an object that play the same non-TR4 sound slot.
2. If one of the small windows of AnimCommand panel (the one just
above the Change button) doesn't contain a non-TR4 sound slot for the
chosen Play Sound AnimCommand (whose purpose to play that sound slot)
then you won't hear anything when the animation would play that Play
Sound AnimCommand. So you'd better delete that AnimCommand.
(If you
save your WAD with a useless AnimCommand like this then you may get an
error message when you load that WAD next time.)
Deleting
non-TR4 sounds from the WAD
When you want to delete a non-TR4 sound slot from your WAD, then delete
all the objects from the WAD that have that sound slot. - But don't do
these or else some of your non-TR4 sound files get messed up:
a, Unmarking a sound slot manually in a non-TR4 Sound Manager window.
b, Deleting the sound file(s) of the non-TR4 slot from Samples.
Variant sound sources
Don't want to use an object with variant sound sources. (For
example, if you want to use an object with TR1 and TR4 sound slots.)
Malfunction
Even if you follow the rules you may encounter some malfunction:
some of your non-TR4 sound files got messed up when you using this
problematic sound with an object. (Messing-up, for example, if you can
hear something else and not the proper sound file. So, for example, a
bad pitch is not a messing-up now.)
You have this method to correct
the problem:
See at all sound slots of the problematic objects
if slot number in Sound Manager big window and its WAV number under it
in the small window are the same. (For example: TR3_35 slot must have a
WAV with number 35.)
If they all are then delete this problematic
object from the WAD. (Check after that: this slot must be unmarked. If
it's not then unmark it manually.) Save WAD and close WADMerger. Delete
all these sound files from Samples. - After that, you can add this
object to your WAD again.
If some of them aren't then delete this
problematic object from the WAD. (Check after that: this slot must be
unmarked. If it's not then unmark it manually.) Search the good slot for
that sound file and unmark that slot manually. (For example, if TR3_35
has 33.wav then you also have to unmark TR3_33 slot now.) Save WAD and
close WADMerger. Delete all these sound files from Samples. - After
that, you can add this object to your WAD again.
Notes:
1. If we encounter this problem again and again, then let's forget
about that problematic object. (Seeing how complicated to prevent this
malfunction and the prevention is how unsure, maybe you'd better use a
backup WAD.)
If you want that object everyway then copy the object
not from a level file but a WAD and not into the WAD of your level but a
temporary WAD. Then delete all the Play Sound AnimCommands of the object
in the temporary WAD then copy the object from this WAD to the WAD of
your level. Then in your WAD add TR4 sound slots to the object and then
any frame of any animation of the object.
2. Maybe you get an
error message with some other object name when unmarking manually. In
these cases the correcting operation must also be done about that
object.
3. Of the non-TR4 sound slots I think only TR3 sound
slots work always (?) properly with an object.
4. Using non-TR4
sound slots I've never encountered any case when TR4 sound slots have
got messed up because of non-TR4 sound slots.
Direct
using
You can play sounds of
global map directly - i.e. if it plays with not working of an object but
activating a trigger. (So that's why it's worth having a non-TR4 sound
slot in your WAD without an object having it in your WAD. - Of course
you can also play directly the sounds that are added to some object.)
This trigger is a FLIPEFFECT:
Sound. Play <&>sound (single
playback) of global sound map (v130)
The value of & is a global
map slot.
Notes:
1. If you don't want to use objects with non-TR4 sound slots
because it's too messy, then it's worth adding these slots (with
'without objects' method) to the WAD to play them directly.
2.
You can use these sound slots at the objects if you export this
FLIPEFFECT as an AnimCommand. (But don't forget: it's not the "classic"
"sounds at object" thing. So sounds that are playing by FLIPEFFECTs
always have the same volume, independently of the distance between Lara
and the sound source. I mean you can adjust this volume, but in a
complicated way, by variables.)
Additional
things
1. Maybe whatever we
do, some additional programs (for example Tomb Raider 3D Viewer) won't
be able to use our WAD/level file if we use v130 in that WAD.
2. Of course, we know the names of TR4 sound slots. (For example, from
here: drop down menu of NGLE/Effects/Sounds.) If we want to know what
were the original purposes of TR1, TR2 and TR3 slots then let's see some
TXT files in TRViewer folders. (I'm afraid I don't know similar thing
for TR5 slots.)
3. Maybe you have a source WAD file from
somebody else with an object that has non-TR4 sound slots. (See for
example the frogman in Harpoon Gun demo project). In these cases you'll
do with the object the same things as you do with any other object.
Except: you have to copy the non-TR4 sound files (attached to demo
project) of the frogman into Samples.
4. If you have a source
WAD like I said just before but there are nowhere the needed sounds then
you can get these sounds manually:
- with TR2WAD: TR1 and TR5
- with TombRipper: TR2 and TR3.
If it's hard to identify
TombRipper WAV numbers then put the list of these numbers beside the
proper TRViewer list. - For example, these are the beginnings of
TombRipper and TRViewer lists at TR3:
TombRipper_______TRViewer_____________________so this is the number of
the slot
trsnd001.wav_____0000 -- Lara
footstep____________TR3_0 (first sound of the slot)
trsnd002.wav_____0000 -- Lara footstep____________TR3_0 (second sound
of the slot)
trsnd003.wav_____0000 -- Lara footstep____________TR3_0
(third sound of the slot)
trsnd004.wav_____0000 -- Lara
footstep____________TR3_0 (fourth sound of the slot)
trsnd005.wav_____0001 -- Lara grunt______________TR3_1
trsnd006.wav_____0002 -- Lara "no"_______________TR3_2
trsnd007.wav_____0003 -- Lara sliding_____________TR3_3
trsnd008.wav_____0004 -- Lara landing on feet______TR3_4
trsnd009.wav_____0005 -- Lara "hut" (stepping up)___TR3_5
5.
We can use some tricks with that FLIPEFFECT. - For example:
SHATTER
objects always have the same (hardcoded) sound when they shatter:
HIT_ROCK (ID: 327) TR4 sound slot. Its sound file (hit_rock.wav) is good
when Lara shoots at an argillaceous vase but is not good if Lara shoots
at a glass window. - So, it's a solution if you replace hit_rock.wav in
HIT_ROCK slot by a 'breaking glass' WAV (with SFX_Example.bat type
method).
But what if Lara shoots at two kinds of SHATTERs in the
same level: an argillaceous vase and a glass window? In this case you
need one WAV for vase and another one WAV for glass: first of all,
you'll unmark HIT_ROCK slot in that WAD. Then you'll place a FLIPEFFECT
(in HEAVY mode) on the square of the vase with a sound slot that has a
hit_rock.wav-like sound file, and place a FLIPEFFECT (in HEAVY mode) on
the square of the window with a sound slot that has a breaking glass
WAV-like sound file.
6. This description is made by TRNG
1.2.2.6