Staredit Network > Forums > Modding Assistance > Topic: WAV replacement (unit soundset) is silent in-game
WAV replacement (unit soundset) is silent in-game
Jul 13 2020, 9:20 am
By: Netbek  

Jul 13 2020, 9:20 am Netbek Post #1



Hello,

I replaced the Zergling's "what" sounds using PyMPQ. Image: https://www.coh2.org/file/19030/sc-wav-replace1.png
In-game, it resulted in no sound. I replaced 3 of 4 "what" sounds, the 4th, unreplaced one, still played.
The custom sounds are .wav, so what do I need to change about them? Comparison: https://www.coh2.org/file/19031/sc-wav-replace2.png

I attached one of the custom .wav sounds: https://www.hiveworkshop.com/pastebin/691a9a28b87a0b5e4f794c193098a56221561/

Post has been edited 1 time(s), last time on Jul 13 2020, 9:26 am by Netbek.




Jul 13 2020, 10:43 am IlyaSnopchenko Post #2

The Curious

The default sample rate in SC classic is 22KHz. Maybe the too-high sample rates are not playing due to the engine limitation of some kind.



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Jul 13 2020, 11:30 am Netbek Post #3



Quote from IlyaSnopchenko
The default sample rate in SC classic is 22KHz. Maybe the too-high sample rates are not playing due to the engine limitation of some kind.

Thank you, it has worked! :D
Settings: 22050KHz, 1 channel: https://www.coh2.org/file/19032/sc-wav-replace3.png
I used this site to convert it: https://online-audio-converter.com/de/




Jul 13 2020, 5:34 pm DarkenedFantasies Post #4

Roy's Secret Service

The game can play sample rates higher than 22,050Hz, I think the issue with your original custom sound was the audio format. It uses IMA ADPCM compression, but SC should only be able to read PCM (uncompressed). Presumably, converting the wav using that site generated a sound file without the compression scheme.




Jul 13 2020, 7:19 pm IlyaSnopchenko Post #5

The Curious

Ah. That was the second idea I had, but I thought the sample rate was the culprit (as it was so way out of what SC usually had; I know that 44100 KHz files played alright).



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