Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: importing new sounds in maps
importing new sounds in maps
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Jan 1 2009, 4:11 pm
By: OutOfTouch  

Jan 1 2009, 4:11 pm OutOfTouch Post #1



Well guys...my idea might not be new..but i`m trying to play new .wav file in a map.By new i mean different from the basic ones starcraft "\sound\"etc. files.So... there was a mp3 file like 0.04 sec long..i converted it from .mp3 to .wav .Next started the Sound Editor in Scmdraft ... added the new .wav file i just created ..but when i tryed to Play it with the button there.. i dont hear any sound. The list of .wav files in the Sound Editor is long ("\sound\"etc files) and all the files of the list sound just fine...but the new i created is not Ok. I noticed that the name of the column where the avalable to hear .wav files are is:"Available MPQ sound files". So..i started to search for exponation of MPQ sound files .. next i found was MODING, editing MPQ files..and etc...become complicated. I`m also wondering if there is a way to add a sound different from the basic ones in starcraft...is it saved on the map???..or the path in the map is just a shortcut to the real .wav file on my HDD. The downloading of the map into the game would be very complicated.Also i`m trying to remember a map with sounds different from the basic ones..and unfortunatly i can`t. So i am posting here with the rest of my hopes ..tell me pls..is there a way to do such a think WITHOUT MODING???



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Jan 1 2009, 4:15 pm Devourer Post #2

Hello

You may should make your sound up, because it's sometimes really really quietly.
Or, some wav's are way "to small" (whatever, I had a small .wav too, which was long but less KB, and it also couldn't be played)

I have no other ideas.



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Jan 1 2009, 4:28 pm OutOfTouch Post #3



Quote from Devourer
You may should make your sound up, because it's sometimes really really quietly.
Or, some wav's are way "to small" (whatever, I had a small .wav too, which was long but less KB, and it also couldn't be played)

I have no other ideas.
There was another .mp3 file i converted to .wav..so the new .wav file is bigger but the problem stills.Also i`m playing all of them in win amp and evrything is perfect.just the sound editor in ScmDraft dont want to play the new .wav files..i gues they are different somehow from the other MPQ .wav sound files in the list bellow. DOES ANY OF YOU GUYS REMEMBER A MAP WITH SOUNDS DIFFERENT FROM THE BASIC ONES IN STAR CRAFT ??



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Jan 1 2009, 4:55 pm ForTheSwarm Post #4



I do. Are you sure you clicked the right play button? There are two.



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Jan 1 2009, 5:03 pm badcop Post #5



Here's a picture of the correct setup for playing sounds in ScmDraft2.




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Jan 1 2009, 5:42 pm RISKED911 Post #6



How did you convert it? Did you renamed it from mp3 to wav?

You could just edit your sounds with Audicity, sounds come out fine and will be able to hear it.




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Jan 1 2009, 5:57 pm Devourer Post #7

Hello

Quote from RISKED911
How did you convert it? Did you renamed it from mp3 to wav?

You could just edit your sounds with Audicity, sounds come out fine and will be able to hear it.

You can't just rename it.
Audacity works fine, yes, I use it too \:\)
I open the .mp3, edit it, and export it as .wav



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Jan 1 2009, 7:26 pm NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Make sure the wav has the following format:
352 kbps
16 bit
mono
22 khz
PCM

There are compressed wav formats which will not work with sc.




Jan 1 2009, 7:29 pm badcop Post #9



You can have 8 bit, but they won't be compressed in the sound editor.



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Jan 1 2009, 8:01 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from badcop
You can have 8 bit, but they won't be compressed in the sound editor.
Not every parameter HAS to be what I stated, but he should start with it just to exclude any errors.




Jan 1 2009, 10:02 pm OutOfTouch Post #11



Quote from NudeRaider
Make sure the wav has the following format:
352 kbps
16 bit
mono
22 khz
PCM

There are compressed wav formats which will not work with sc.
Thank your guys for all the advices :) ...i used a program to convert the file to .wav not just rename it as usuall and no..i dont press the wrong button :D :).Thanks again NudeRaider .. the properties of the .wav file were not the ones u just wrote..so i changed them and gues what..:) it totaly worked ! ! ! :lol: Now i will be able to create the map. But very few of the questions still ramain :| and main one is ... xmmmm...how do u think? How we hear the sounds in the game? They are saved in a .mpq file and ramain in the main install brood war directory.So, when a zealot says "My live for Auir", the game extract the sound from a bunch of .wav files in exactly this .mpq file. That`s how i think it works. So...now...my new .wav file which we talked about so long, is not a part of this .mpq file. Fallowing this sense..there is no way to play a sound but i mode the .mpq file.Then i`ll be able to add it...and only i can hear the new sound couse the players in b.net dont have the moded .mpq.It`s senseless in this case. :crazy: The only way this might work is if the .wav files in trigers of every single map are not just paths to the .mpq...but files imported in exact map. I`m gona find this out for sure these days...and i`m gona be realy happy if my first prediction is wrong. :><: Unfortunatly i`ve got a bad feeling. :unsure:



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Jan 1 2009, 11:03 pm NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from OutOfTouch
Thank your guys for all the advices :) ...i used a program to convert the file to .wav not just rename it as usuall and no..i dont press the wrong button :D :).Thanks again NudeRaider .. the properties of the .wav file were not the ones u just wrote..so i changed them and gues what..:) it totaly worked ! ! ! :lol: Now i will be able to create the map. But very few of the questions still ramain :| and main one is ... xmmmm...how do u think? How we hear the sounds in the game? They are saved in a .mpq file and ramain in the main install brood war directory.So, when a zealot says "My live for Auir", the game extract the sound from a bunch of .wav files in exactly this .mpq file. That`s how i think it works. So...now...my new .wav file which we talked about so long, is not a part of this .mpq file. Fallowing this sense..there is no way to play a sound but i mode the .mpq file.Then i`ll be able to add it...and only i can hear the new sound couse the players in b.net dont have the moded .mpq.It`s senseless in this case. :crazy: The only way this might work is if the .wav files in trigers of every single map are not just paths to the .mpq...but files imported in exact map. I`m gona find this out for sure these days...and i`m gona be realy happy if my first prediction is wrong. :><: Unfortunatly i`ve got a bad feeling. :unsure:
When you're looking on how to put standard sound in mpqs for a campaign or something then you better post in the modding section of SEN. The only thing I can tell you is how to import wavs into single maps.
I have an idea however: There's this checkmark 'virtual sound'. Maybe if you put the wav in the same folder as the maps every map can access the wav directly?




Jan 2 2009, 8:54 am OutOfTouch Post #13



Quote from NudeRaider
Quote from OutOfTouch
Thank your guys for all the advices :) ...i used a program to convert the file to .wav not just rename it as usuall and no..i dont press the wrong button :D :).Thanks again NudeRaider .. the properties of the .wav file were not the ones u just wrote..so i changed them and gues what..:) it totaly worked ! ! ! :lol: Now i will be able to create the map. But very few of the questions still ramain :| and main one is ... xmmmm...how do u think? How we hear the sounds in the game? They are saved in a .mpq file and ramain in the main install brood war directory.So, when a zealot says "My live for Auir", the game extract the sound from a bunch of .wav files in exactly this .mpq file. That`s how i think it works. So...now...my new .wav file which we talked about so long, is not a part of this .mpq file. Fallowing this sense..there is no way to play a sound but i mode the .mpq file.Then i`ll be able to add it...and only i can hear the new sound couse the players in b.net dont have the moded .mpq.It`s senseless in this case. :crazy: The only way this might work is if the .wav files in trigers of every single map are not just paths to the .mpq...but files imported in exact map. I`m gona find this out for sure these days...and i`m gona be realy happy if my first prediction is wrong. :><: Unfortunatly i`ve got a bad feeling. :unsure:
When you're looking on how to put standard sound in mpqs for a campaign or something then you better post in the modding section of SEN. The only thing I can tell you is how to import wavs into single maps.
I have an idea however: There's this checkmark 'virtual sound'. Maybe if you put the wav in the same folder as the maps every map can access the wav directly?
No No..i don`t wanna Mod anything. Just creating maps. But well..i have tryed my idea and everything worked perfectly.i mean..the new sound was puted in the map. Then i started the map with the new .wav file and it played correctly. :D Then a friend of mine join in and he was able to hear the sound from the new .wav file. So the idea is 100% done :). There is just one problem. When i was waithing for him to download the map...well it was kind a slow...slower than usuall...the size of the new map is bigger now and there is just ONE single new .wav puted inside. 202kb is the .wav(0.04 sec long) and 561kb is the map.I have to find a way to compress them.
Edit: I forgot the properties NudeRider wrote were kind a compression. So that`s it.I`ll try anoter compression but i realy doubt i might here any sound in the Sound Editor.Anyways.Thanks once again and Happy New Year ! GL
Edit 2: Bit Rate:64 kbps Audio sample size 8bit Channels 1(mono) Audio sample rate:8khz Audio Format PCM ------> they work too. The sound is a little bit scratchy but still good, playable, and the size of the .wav is totaly minimized( like 3 times). GL once again :)

Post has been edited 2 time(s), last time on Jan 2 2009, 9:19 am by OutOfTouch.



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Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
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[2024-5-05. : 9:35 pm]
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[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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