20.12.2007, 09:58:21
It has been done!
You can now put your WAV files in a MIX file (preferably expandmd##.mix) and simply use them in soundmd.ini.
soundmd.ini? No!
It gets even better: RP2 loads soundmd00.ini through soundmd99.ini, those INIs can either add sounds or modify existing ones.
RP2 itself will probably deliver rpsound.ini, since the new game type might require them.
There are a few (minor!) limitations to the WAV system.
Firstly, at least one sound has to remain in the IDX and BAG files. That means you cannot *completely* get rid of the BAG system, but a simple null sound would do!
Secondly, if you extract sounds with the flag 0x1 set (ie if the flags are 7 or 13) and put them in a mix file for use, they are pitched down in some way. This only applies to like 10 sounds, the menu sliding sounds being among them.
It must have something to do with the WAV format, I'm not sure what it is. I might convert them to a standard format sometime and make that publicly available.
You can now put your WAV files in a MIX file (preferably expandmd##.mix) and simply use them in soundmd.ini.
soundmd.ini? No!
It gets even better: RP2 loads soundmd00.ini through soundmd99.ini, those INIs can either add sounds or modify existing ones.
RP2 itself will probably deliver rpsound.ini, since the new game type might require them.
There are a few (minor!) limitations to the WAV system.
Firstly, at least one sound has to remain in the IDX and BAG files. That means you cannot *completely* get rid of the BAG system, but a simple null sound would do!
Secondly, if you extract sounds with the flag 0x1 set (ie if the flags are 7 or 13) and put them in a mix file for use, they are pitched down in some way. This only applies to like 10 sounds, the menu sliding sounds being among them.
It must have something to do with the WAV format, I'm not sure what it is. I might convert them to a standard format sometime and make that publicly available.