Fuzy8 Posted August 6, 2024 Share Posted August 6, 2024 So i tried the sound tutorial but idk maybe i messed something up. I want to replace pigman sound effects like taking damage, oinking, dying ect. I have .wav files ready i placed them in pig folder like in the tutorial saved it, writed a code in modmain so game will know what to replace yet there is no sound that pigman should do like at all now. Can someone help me understand how to use fmod? like what folders i need to creare where to put what and how to save it so everything works Also where to find all sound effects that don't starve uses? P.S: i used this as a tutorial Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/ Share on other sites More sharing options...
NPCMaxwell Posted August 6, 2024 Share Posted August 6, 2024 Would it be ok if I take the time to attempt to replace the pigman sounds with my own approach and then IF I get it to work show you what I did, because I have never used that tutorial, only instead tried to copy the sound-concept of a mod I saw in the workshop? Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739495 Share on other sites More sharing options...
Fuzy8 Posted August 6, 2024 Author Share Posted August 6, 2024 17 minutes ago, NPCMaxwell said: Would it be ok if I take the time to attempt to replace the pigman sounds with my own approach and then IF I get it to work show you what I did, because I have never used that tutorial, only instead tried to copy the sound-concept of a mod I saw in the workshop? Yes of course, if your method works and I could repeat it, I will be grateful Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739501 Share on other sites More sharing options...
NPCMaxwell Posted August 6, 2024 Share Posted August 6, 2024 3 minutes ago, Fuzy8 said: Yes of course, if your method works and I could repeat it, I will be grateful Good! I will try to replace the pigsound death, grunt and oink with maxwell noises and then upload the mod + a txt file explaining my steps here. Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739503 Share on other sites More sharing options...
NPCMaxwell Posted August 6, 2024 Share Posted August 6, 2024 (edited) So this works in my game. The folder contains the test-mod and the stepbystep.txt file. Also this is not for all pig sound events but I have added a description on how to find all pig sound events and how to find out how many soundfiles are in each. (for questions how to listen to all in-game pig soundfiles I can explain seperately because it needs a seperate tool that by itsself needs a plugin to play the sounds) Feel free to ask if something doesn't work as intended. I am myself only modding by trial and error mostly. newpigsound.rar Edited August 6, 2024 by NPCMaxwell 1 Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739514 Share on other sites More sharing options...
NPCMaxwell Posted August 7, 2024 Share Posted August 7, 2024 I forgot to write that the "DST game folder" to look for the to-be-replaced .fev and .fsb files is obviously the "sound" folder, in case it wasn't clear. Sorry for that. Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739634 Share on other sites More sharing options...
Fuzy8 Posted August 7, 2024 Author Share Posted August 7, 2024 17 hours ago, NPCMaxwell said: So this works in my game. The folder contains the test-mod and the stepbystep.txt file. Also this is not for all pig sound events but I have added a description on how to find all pig sound events and how to find out how many soundfiles are in each. (for questions how to listen to all in-game pig soundfiles I can explain seperately because it needs a seperate tool that by itsself needs a plugin to play the sounds) Feel free to ask if something doesn't work as intended. I am myself only modding by trial and error mostly. newpigsound.rar 5.61 MB · 1 download Ty! this works and now i understand how to replace sounds correcty, i guess the pig death sound doesn't work cause its unused game file when pigman dies game just uses grunt sound files. I might have on question though, is it possible to redact .fev .fsb files if you forgot to put something? or idk when you need to redact it Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739650 Share on other sites More sharing options...
NPCMaxwell Posted August 7, 2024 Share Posted August 7, 2024 (edited) 18 minutes ago, Fuzy8 said: Ty! this works and now i understand how to replace sounds correcty, i guess the pig death sound doesn't work cause its unused game file when pigman dies game just uses grunt sound files. I might have on question though, is it possible to redact .fev .fsb files if you forgot to put something? or idk when you need to redact it I noticed that the death one is a grunt at the end too, that's why I wrote a small comment in the txt file that grunt seems to be the pig's most used sound ^^ You CAN'T edit fev and fsb directly, but you can at any time delete (or rename) the old modded fev and fsb files so they become unused. Then you can at any time edit your fmod project file (.fdp) and then do the build progress again (just make sure you deleted / renamed the old version of the fev and fsb files before) and put the new .fev and .fsb file in your mod's sound folder. Another advice: You can't directly "delete" wav files from the fdp sound event playlist, so if you want to change the wav sounds from your project to other ones, you first have to rename your event in the fdp to e.g. death0, then add a new event called death. make sure death is moved at the right place of the hierachy (that means before grunt and oink), then delete death0, when it asks if it should delete unused sound files (e.g. newpigsound1.wav) click yes. Now your old replacement sound for death is deleted and you can set the death sound event again with the appropiate settings and add the actual sounds you want to have (e.g. newpigsound1betterversion.wav) Another thing: The fdp doesn't store sound files directly, so if you have moved your fdp file or the sound files to another location, it would be a good idea to do the above re-creating of your sound events ( for example the death -> death0 -> death) before building your edited fdp file. (I haven't tried if it also works when the sound files are missing, but I doubt it does since the sound files aren't stored in the project) ------ EDIT: I forgot something, but I don't know if it is a bug in MY game, or a general thing: To test if your redacted mod still works you probably should create a new test world and see if the change is playing correctly. Because in my own game I have noticed the remapping of the sound being permanent, so when I changed something about the mod it would not reflect that change in my first test-world. (or if I suddenly disabled the mod the test-world would suddenly have no sound for this event, e.g. pigman grunt anymore) But as I said this may be a bug in my game and not a general behaviour. The best is to try out, but I thought it was good to let you know in case you wonder and think your mod might be broken. Edited August 7, 2024 by NPCMaxwell Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739652 Share on other sites More sharing options...
Fuzy8 Posted August 7, 2024 Author Share Posted August 7, 2024 4 hours ago, NPCMaxwell said: I noticed that the death one is a grunt at the end too, that's why I wrote a small comment in the txt file that grunt seems to be the pig's most used sound ^^ You CAN'T edit fev and fsb directly, but you can at any time delete (or rename) the old modded fev and fsb files so they become unused. Then you can at any time edit your fmod project file (.fdp) and then do the build progress again (just make sure you deleted / renamed the old version of the fev and fsb files before) and put the new .fev and .fsb file in your mod's sound folder. Another advice: You can't directly "delete" wav files from the fdp sound event playlist, so if you want to change the wav sounds from your project to other ones, you first have to rename your event in the fdp to e.g. death0, then add a new event called death. make sure death is moved at the right place of the hierachy (that means before grunt and oink), then delete death0, when it asks if it should delete unused sound files (e.g. newpigsound1.wav) click yes. Now your old replacement sound for death is deleted and you can set the death sound event again with the appropiate settings and add the actual sounds you want to have (e.g. newpigsound1betterversion.wav) Another thing: The fdp doesn't store sound files directly, so if you have moved your fdp file or the sound files to another location, it would be a good idea to do the above re-creating of your sound events ( for example the death -> death0 -> death) before building your edited fdp file. (I haven't tried if it also works when the sound files are missing, but I doubt it does since the sound files aren't stored in the project) ------ EDIT: I forgot something, but I don't know if it is a bug in MY game, or a general thing: To test if your redacted mod still works you probably should create a new test world and see if the change is playing correctly. Because in my own game I have noticed the remapping of the sound being permanent, so when I changed something about the mod it would not reflect that change in my first test-world. (or if I suddenly disabled the mod the test-world would suddenly have no sound for this event, e.g. pigman grunt anymore) But as I said this may be a bug in my game and not a general behaviour. The best is to try out, but I thought it was good to let you know in case you wonder and think your mod might be broken. I have one last question, so i created a mod it works but now that i played with it for a while i noticed that i can hear pig sound from far away(basically if they are loaded by me i can hear them) i guess i need to change 3dsound from 30 to something less. Do you know exact number game uses by default? so i would hear pig sound when i near them not when they are loaded Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739687 Share on other sites More sharing options...
NPCMaxwell Posted August 7, 2024 Share Posted August 7, 2024 2 minutes ago, Fuzy8 said: I have one last question, so i created a mod it works but now that i played with it for a while i noticed that i can hear pig sound from far away(basically if they are loaded by me i can hear them) i guess i need to change 3dsound from 30 to something less. Do you know exact number game uses by default? so i would hear pig sound when i near them not when they are loaded I use the 30 as my default since the mod in which I replace sounds I want it to be a humorous "annoyance" and therefore being heard in a bigger then usual radius. So if you want to have the sound only being near you, I suppose you have play around with this 3D M number. Considering it used to be set to 10000 at the beginning, which would probably be the whole map, I suppose you could try to set it to 3 or 5 and see if this fits your taste better. SADLY I have no idea what number the game uses by default, but it would be a good question for the community. I actually suggest you to set the number to 1 at first and then locate your pigs / spawn a pigman and try to walk away from him to roughly see the distance. Then rebuild the fev / fsb with a slightly bigger 3D M value, until you're happy with the distance or until it is closest to the default pig-sound-distance. In other words: If someone here happens to know the default distance for different(?) sounds, can you please share them for future reference? Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739690 Share on other sites More sharing options...
Fuzy8 Posted August 7, 2024 Author Share Posted August 7, 2024 6 minutes ago, NPCMaxwell said: I use the 30 as my default since the mod in which I replace sounds I want it to be a humorous "annoyance" and therefore being heard in a bigger then usual radius. So if you want to have the sound only being near you, I suppose you have play around with this 3D M number. Considering it used to be set to 10000 at the beginning, which would probably be the whole map, I suppose you could try to set it to 3 or 5 and see if this fits your taste better. SADLY I have no idea what number the game uses by default, but it would be a good question for the community. I actually suggest you to set the number to 1 at first and then locate your pigs / spawn a pigman and try to walk away from him to roughly see the distance. Then rebuild the fev / fsb with a slightly bigger 3D M value, until you're happy with the distance or until it is closest to the default pig-sound-distance. In other words: If someone here happens to know the default distance for different(?) sounds, can you please share them for future reference? thx for info maybe ill find it somewhere i hope 1 Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739692 Share on other sites More sharing options...
NPCMaxwell Posted August 7, 2024 Share Posted August 7, 2024 6 minutes ago, Fuzy8 said: thx for info maybe ill find it somewhere i hope I wish you good luck <3 I took the 30 from the mod that I used as "reference" for how it worked [it was a spider sound replacement mod] and because I liked the far distance I kept it as my default for the sound-replacement part of my character mod. But I see that it may be irritating when the plan was to keep the pig sounds to be heard in a "natural" way. I kind of forgot about that when I made the test-mod for the pig sounds. 1 Link to comment https://forums.kleientertainment.com/forums/topic/158896-need-help-i-need-some-help-understanding-how-to-replace-sound-effects-in-game/#findComment-1739695 Share on other sites More sharing options...
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