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WitP AE - sound files

 
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WitP AE - sound files - 8/20/2009 1:26:42 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Hi All,

The high pitch noise of bombs falling down is driving me crazy...I have to remove that and replace it with another sound file which is already in the game. Does anyone know how read the WitP AE sound files?(SFX files)

Thanks!
Post #: 1
RE: WitP AE - sound files - 8/20/2009 1:40:04 AM   
lazydawg


Posts: 141
Joined: 7/28/2009
From: Raleigh NC
Status: offline
You may want to try out some of the alternate sound files on Spooky's website:

http://mathubert.free.fr/

These work for the old WITP, I haven't tried them on WITP-AE.

Enjoy!

(in reply to Peter Fisla)
Post #: 2
RE: WitP AE - sound files - 8/20/2009 1:53:15 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
yeah but I only want to replace only one file :) I found out how the hard way:simply rename the SFX files to MP3 and it's done :)

(in reply to lazydawg)
Post #: 3
RE: WitP AE - sound files - 8/20/2009 1:57:18 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
All the sound files for WitP will work with AE.

The bomb dropping sounds are in the 1230 to 1240 range.  All sound files are a common Windows format with a different extension.  I forget which type right now, I htink they are Windows Media Player format.  The game engine will play MP3 and WAV files if they are renamed to the appropriate SFX name.

If you look in the Sounds folder with Windows Explorer, click on one of the SFX files to open it and when Windows gives you the option to select a program to associate with it, choose the media player of your choice.  I use VLH, which is an open source player, but I believe they will work with Windows Media player as well as most of the common types of players.  Once associated, then you will be able to listen to the individual files by clicking on them.  Find which ones you want to replace and copy over a new file with something else that has the same name.  As I said above, the new file could be an MP3 or WAV file.

Bill


_____________________________

WitP AE - Test team lead, programmer

(in reply to lazydawg)
Post #: 4
RE: WitP AE - sound files - 8/20/2009 2:01:53 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
the bad boys for me are the 1133 and 1134 - replaced them with copy of 1126 and 1128...ahhh now much better for my ears :)

(in reply to wdolson)
Post #: 5
RE: WitP AE - sound files - 3/23/2017 4:34:36 PM   
deadprez

 

Posts: 16
Joined: 9/5/2012
Status: offline
the 'screaming bombs' are files 1133, 1134, 1220, 1221, 1222, 1223, 1224, 1225. I replaced them all successfully but now I have a problem converting .wma files to .wav. I burned a tune I want to add to the game (Fanfare for common man) onto a blank disc and then ripped it to wav, replaced files 1033 and 1034 with it but it won't play in the game.

(in reply to Peter Fisla)
Post #: 6
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