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[0.9.15.0.1] Sixth Sense sounds/timer/easy customization

critical hit sound sixth sense lightbulb

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D2R52 #1 Posted 11 March 2016 - 10:31 PM

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In addition, yet another mod to replace 6th sense sound, now configurable.

Download sounds with mod

Download sounds only

Attention!

WoT game engine uses wwise v 2015. If you use wwise 2016 to prepare sound bank or wem file you will have problems.

Please use only wwise 2015 - you can download it from official site - https://www.audiokin...oads/previous/ 

 

Features:

  • User selectable sounds in one sound bank/mod
  • Variants with and without timer
  • You can put your own sound 

 

Show me the step by step instruction!

 

Attention XVM users! Download sounds only and configure in XVM.

 

How to use your own sound

 

This mod uses own sound bank loader, with configuration in mod_SoundBankLoader.xml

If you need to combine several sound mods please edit this file and add all necessary soundbanks.

Example: to load CustomSounds.bnk and OtherSound.bnk 

<mod_SoundBankLoader>

  <preloadSoundBanks>CustomSounds.bnk;OtherSound.bnk;</preloadSoundBanks>
</mod_SoundBankLoader>

 

Each name should ends with ';'!

 

Sound (event) names for configuration 

Прикрепленный файл   2xbeep.mp3   15,94К

Прикрепленный файл   2xbeep-timer.mp3   125,14К

Прикрепленный файл   R2D2-new.mp3   15,94К 

Прикрепленный файл   R2D2-timer.mp3   125,14К

Прикрепленный файл   xvm.mp3   1,24К

Прикрепленный файл   heart-timer.mp3   62,67К

Прикрепленный файл   noise-4.mp3   15,94К

Прикрепленный файл   sonar.mp3   15,94К

Прикрепленный файл   ding-dong.mp3   17,13К 

Attached File  Ahooga.mp3   14.47K

Attached File  Alert05sec.mp3   43.53K

Attached File  siren.mp3   147.14K

Attached File   wolf.mp3   21.96K

Attached File   voice.mp3   6.34K (12 random)

 

 


Replacement of critical hit (module/crew damaged) sound.

With update 0.9.14  we have discovered many new sounds in our game. Not all sounds are pleasant, as for me, new critical hit sound is very annoing. I have created replacement with aim to harmonise it with new impact sounds, metallic and bright.

So if you wnat to give it a try, download the archive and extract it to your WoT folder (you should have file  \res_mods\0.9.14\audioww\impacts_full.bnk after extraction).

If you want to get rid of it, just delete mentioned file.

 

Download

Download silent version


Changes

  • 04-07-2016 new sounds (Play_voice_female_en and Play_wolf)
  • 19-06-2016 update to 0.9.15.0.1; added replaceable custom sound 
  • 26-05-2016 update for 0.9.15
  • 12-05-2016 broken link is fixed
  • 06-05-2016 updated sounds
  • 27-04-2016 add new sound and new timer
  • 01-04-2016 updated for new version
  • 17-03-2016 new soundbank loader and sound event configuration mods
  • 16-03-2016 New sounds, sound bank compression changed
  • 14-03-2016 added instruction to the post
  • 13-03-2016 moved file to another file hosting, more reliable
  • 12-03-2016 configurable sounds volume bound to the Gui and Notification volume level

Edited by D2R52, 04 July 2016 - 08:48 PM.


Enigma66 #2 Posted 12 March 2016 - 11:02 PM

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good mod

D2R52 #3 Posted 13 March 2016 - 12:04 AM

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View Postenigma66, on 12 March 2016 - 11:02 PM, said:

good mod

 

Thanks!

By the way, first post is updated - new configurable 6th sense mod is attached.



Dark_Knight_MiX_RUS #4 Posted 13 March 2016 - 11:30 PM

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Goog mods :)

Enigma66 #5 Posted 14 March 2016 - 11:16 AM

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hello, because the sound of the critical damage feels little?

6th sense sound it's good..

 

These sounds as you install and where?

Прикрепленный файл   2xbeep.mp3   15,94К

Прикрепленный файл   2xbeep-timer.mp3   125,14К

Прикрепленный файл   R2D2-new.mp3   15,94К 

Прикрепленный файл   R2D2-timer.mp3   125,14К

Прикрепленный файл   xvm.mp3   1,24К

Прикрепленный файл   heart-timer.mp3   62,67К

Прикрепленный файл   noise-4.mp3   15,94К

Прикрепленный файл   sonar.mp3   15,94К

Прикрепленный файл   ding-dong.mp3   17,13К 

Thank you



D2R52 #6 Posted 14 March 2016 - 03:33 PM

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View Postenigma66, on 14 March 2016 - 11:16 AM, said:

hello, because the sound of the critical damage feels little?

6th sense sound it's good..

 

These sounds as you install and where?

...skip...

Thank you

 

Hello, first post is updated - some instruction was added.

All sounds are inside of soundbank, so you don't need to download them separately.



leeuniverse #7 Posted 14 March 2016 - 05:54 PM

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Hey, how come the Wav's in the Dark Night one are "corrupt"?

They won't play in my Ravioli Explorer nor will they play when extracted in any media player.

Did you somehow corrupt their headers or something?

 

Also, shouldn't the wav's be in .wwise format within .bnk?

 

BTW, I think XVM Team had the same problem, and this was their fix: https://bitbucket.org/XVM/xvm/commits/cf0a0f1f221d3e96d10e996fa0511a4852018056

 

Block Quote

Fix the next build: Substituted compression format "pcm" to "vorbis" for wwise project

 

They were using .wav's within .bnk before this which wouldn't play just like Dark Nights/yours, and now the sound files within xvm.bnk are in .wwise format and they DO play now.


Edited by leeuniverse, 14 March 2016 - 06:08 PM.


D2R52 #8 Posted 14 March 2016 - 06:41 PM

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View Postleeuniverse, on 14 March 2016 - 05:54 PM, said:

Hey, how come the Wav's in the Dark Night one are "corrupt"?

They won't play in my Ravioli Explorer nor will they play when extracted in any media player.

Did you somehow corrupt their headers or something?

 

Hello and thank you for asking this question.

No, I don't corrupt any headers or something. I have using standard tool Audiokinetik Wwise®, and sounds perfectly play in game, so it is problem of Ravioli Explorer.

Let me explain why all such questions make me feel pain.

First of all, there is no such thing as .wavs in .bnk, because .bnk does not store file names. Moreover, during sound bank generation in Wwise, all sounds are compressed to own format, which is not compatible with music players. 

 

There is 3 types of compression in bnk files, all of them have the same RIFF headers, but different content.

1st and most used is Wwise Vorbis - it is not compatible with standard Vorbis so you need to use ww2ogg conversion tool.

2nd is Wwise ADPCM wav, it is also non standard wav and you need to use wwise adpcm tool to convert them to wav

3rd is Wwise PCM and I have never seen it.

 

I use the same format as original sound from WoT soundbank and see no reason to change it.

Hope it helps.



leeuniverse #9 Posted 14 March 2016 - 07:13 PM

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View PostD2R52, on 14 March 2016 - 10:41 AM, said:

 

Hello and thank you for asking this question.

No, I don't corrupt any headers or something. I have using standard tool Audiokinetik Wwise®, and sounds perfectly play in game, so it is problem of Ravioli Explorer.

Let me explain why all such questions make me feel pain.

First of all, there is no such thing as .wavs in .bnk, because .bnk does not store file names. Moreover, during sound bank generation in Wwise, all sounds are compressed to own format, which is not compatible with music players. 

 

There is 3 types of compression in bnk files, all of them have the same RIFF headers, but different content.

1st and most used is Wwise Vorbis - it is not compatible with standard Vorbis so you need to use ww2ogg conversion tool.

2nd is Wwise ADPCM wav, it is also non standard wav and you need to use wwise adpcm tool to convert them to wav

3rd is Wwise PCM and I have never seen it.

 

I use the same format as original sound from WoT soundbank and see no reason to change it.

Hope it helps.

 

Thank you for the good information..... it was very helpful.

Did you notice my edit above?  What are your thoughts on that?

XVM team the files had the .wav extention in their original version with the same playing problems, but then they changed to using Vorbis, with the .wwise extension files within .bnk, and they ARE able to play with Ravioli.

Of course, they can't play in media players like you said.  Though with Ravioli able to play the files now with the extention being .wwise converted vorbis we can preview the sounds.

 

Hope I didn't cause to much pain because of us noobies...  :)  You gave helpful info.


Edited by leeuniverse, 14 March 2016 - 07:16 PM.


D2R52 #10 Posted 14 March 2016 - 07:34 PM

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View Postleeuniverse, on 14 March 2016 - 07:13 PM, said:

XVM team the files had the .wav extention in their original version with the same playing problems, but then they changed to using Vorbis, with the .wwise extension files within .bnk, and they ARE able to play with Ravioli.

 

Sorry, but you have missed something. Wwise accept only wav and mid files as audio source. After compression and packaging ito sound bank (bnk) all files glued together and stored without names and extensions. There is no such thing as .wav extension inside .bnk file or .wwise extension within .bnk. All files stored as binary streams in .bnk file.

As for me, I have never used Ravioli and not sure what is it, but from our description I understand that it is some game files extractor. Extensions of extracted files in this case are generated by this tool, and it seems that this tool is not compatible with some features of Wwise. 

Could you try to extract files from original audio banks from the game to see if they are compatible with Raviolli?

I recommend using gui.bnk as test subject, because it is the sound bank where 6th sense sound and others are located.

 

 



leeuniverse #11 Posted 14 March 2016 - 08:11 PM

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Hmmm.....

 

Well, in RavioliGameTools in voiceover.bnk I can play I think ALL of the .wwise files it shows.

If I go into the pkg's files, it lists .wwise and .wave files.  I can play "some" .wwise files, but not all, and also can't play the .wav's (the wav's show the FMOD error).

So, like you said, it's likely Ravioli or something.

 

But, I do know that in the case of the XVM Team, they changed their processing using Vorbis and the files show as .wwise and do play in Ravioli.

So, maybe it's somehow the particular way Dark Knight made his or something.

I can play all the ones that show as .wwise in your .bnk, just not the ones that show as .wavs.

So, it seem's maybe something to do with how the particular audio file was made with Wwise, that Ravioli can or can't play.

 

Anyway, the bottom line issue is how the heck do I play/preview the audio files within the .bnk since they all don't work in Ravioli?

Do I need to use the ww2ogg conversion tool once I've extracted the files?

Thanks

 



D2R52 #12 Posted 14 March 2016 - 08:49 PM

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I have found that on Ravoili site is mentioned following

Block Quote

 Wwise Vorbis (*.wwise)

  • Can be played and converted to Ogg Vorbis within the application.
  • Conversion happens via the external tools ww2ogg (v0.20) and revorb (v0.2).
  • The use of external tools requires writing the files to disk for any operation. This may cause delays for large files.
  • The files can be encoded in different variants, depending on the Wwise version used. 

 

I think I can try to add decoder for some of wwise adpcm files and put it to the Ravioli, but it can take some time...

 

Block Quote

 So, maybe it's somehow the particular way Dark Knight made his or something.

 

And to make it clear, I use only loader from Dark Knight, all other things like sound banks and wwise projects and so on was made by me. 

 


Edited by D2R52, 14 March 2016 - 08:57 PM.


leeuniverse #13 Posted 15 March 2016 - 12:03 AM

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Thanks for the info.... will be playing.

Ozo #14 Posted 16 March 2016 - 11:09 PM

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Can you add more sounds to the soundbank if we supply them? I've been playing long time with a custom sound for sixth-sense alarm and I'd love to have it back to 9.14

Good work, by the way! :great:


Edited by Ozo, 16 March 2016 - 11:09 PM.


Trooper44 #15 Posted 17 March 2016 - 01:39 PM

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Very good work. Thanks a lot.

 

I looked for this, since the patch was released. The annoying sounds are know history.

 

Greetings from Germany.



D2R52 #16 Posted 17 March 2016 - 09:13 PM

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View Postleeuniverse, on 15 March 2016 - 12:03 AM, said:

Thanks for the info.... will be playing.

I have written e-mail to author of Ravioli but without success. Now I have new sound bank loader and don't need to combine sounds with old bank files, so I have changed format of sounds to wwise vorbis. It should help to open them in Ravioli.

 

View PostOzo, on 16 March 2016 - 11:09 PM, said:

Can you add more sounds to the soundbank if we supply them? I've been playing long time with a custom sound for sixth-sense alarm and I'd love to have it back to 9.14

Good work, by the way! :great:

 

Thanks! Yes I can, within the bound of reason and possibility. The best source format is wav.



Ozo #17 Posted 17 March 2016 - 10:03 PM

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Thank you! Here is a link to the sound I used for sixth sense http://www.mediafire.com/download/cete7wzxv7ck85j/Ahooga.wav

I've cut it a little to make it as small as possible. Again, thanks for your work!



D2R52 #18 Posted 17 March 2016 - 10:16 PM

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Ozo , here your custom sounds - replace res_mods\0.9.14\audioww\CustomSounds.bnk and set sound to Play_Ahooga

Download

 



Ozo #19 Posted 18 March 2016 - 10:52 AM

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It works perfectly! Thank you one more time, D2R52! :medal:

D2R52 #20 Posted 01 April 2016 - 10:16 PM

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Update 0.9.14.1 break some functions - now fixed.




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