Need help - replacing stock sounds

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TheLastBrunnenG
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I'm trying to redirect the stock sound effects to new .WAVs to give the game some variety. So far, failure. I have to be missing something simple. Here's the entire XML:

Code: Select all

<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[

<!ENTITY unidExtension			"0xD001B171">
<!ENTITY snLaserCannon		"0xD001B172">
<!ENTITY snRecoillessCannon		"0xD001B173">
<!ENTITY snArmorHit1			"0xD001B174">
<!ENTITY snShipExplosion1		"0xD001B175">
<!ENTITY snStationExplosion1		"0xD001B176">
<!ENTITY snShieldHit1			"0xD001B177">
<!ENTITY snMissileLauncher		"0xD001B178">
<!ENTITY snStargate			"0xD001B179">

]>

<TranscendenceExtension UNID="&unidExtension;" version="0.99c">

	<Sounds>
		<Sound UNID="&snLaserCannon;"			filename="xLaserFire1.wav"/>
		<Sound UNID="&snRecoillessCannon;"		filename="xCannonFire1.wav"/>
		<Sound UNID="&snArmorHit1;"			filename="xArmorHit1.wav"/>
		<Sound UNID="&snShipExplosion1;"		filename="xShipExplosion1.wav"/>
		<Sound UNID="&snStationExplosion1;"		filename="xStationExplosion1.wav"/>
		<Sound UNID="&snShieldHit1;"			filename="xShieldHit1.wav"/>
		<Sound UNID="&snMissileLauncher;"		filename="xMissileLaunch1.wav"/>
		<Sound UNID="&snStargate;"			filename="xStargate.wav"/>
	</sounds>

</TranscendenceExtension>

This produces an error "Unknown design element". If I remove the <sounds> tags, then I get no error message but the mod has no effect at all - the game uses the stock sounds instead. Naming the new WAVs to match the originals (dropping the "x") has no effect. What am I not seeing?
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shanejfilomena
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I do not understand why you had to change from the original format.
your original worked without a problem . but If you use generic images for weapons or devices it affects : hopefully George leaves enough of those in the versions that we can cross versions with some fun things like sound changes . would be nice to know your drone died BEFORE you try to call it back to decoy the hostile. something nice like a paper shredder..( just joking ).

but If the original format worked: stick with it: but so long as the versions carry image names that are not used in other versions : its just write write write......
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sdw195
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drop the <sounds> tag and use the default unids form the tdb, soo

Code: Select all

   <!ENTITY snLaserCannon				"0x0000F201">
	<!ENTITY snRecoillessCannon			"0x0000F202">
	<!ENTITY snArmorHit1				"0x0000F203">
	<!ENTITY snShipExplosion1			"0x0000F204">
	<!ENTITY snStationExplosion1		           "0x0000F205">
	<!ENTITY snShieldHit1				"0x0000F206">
	<!ENTITY snMissileLauncher			"0x0000F207">
	<!ENTITY snStargate				"0x0000F208">
i would also use version="1.0" but thats just me
the best way imo to overwrite vanilla stuff is to use its original unid
and i think that the <sounds> tag can only be used in the tdb (but dont quote me)

also what is shanej talking about?
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shanejfilomena
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http://xelerus.de/index.php?s=mod&id=922

This mod adds new sound effects to every weapon in Transcendence. Author TheLastBrunnenG
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TheLastBrunnenG
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SDW - thanks, I'll give it a whirl.

ShaneJ - This is an addition to my original sounds mod, not a replacement. I found that with my original sounds mod, vanilla weapons used my new sounds but weapons from other mods (including my own New Weapons mod) used the stock Transcendence sounds, which I think are too plain / blah / generic / hollow. So, I figured if I could redirect the original sounds to use new WAVs, then I could get every item in the game to have a new (hopefully improved) sound.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Hmm.... I seem to be getting the same results.
I even tried folder="Extensions/Mayfly", but I still got "unknown design element" :/

Code: Select all

<Sounds folder="Extensions/Mayfly">
<Sound UNID="&snDroneScreech;"		filename="Laser-from Soungle.wav"/>
<Sound UNID="&snLaserCannon;"			filename="Laser-from Soungle.wav"/>
</Sounds>
I guess a question that will clear this up is whether Transcendence allows for the Vanilla <Sounds> to be overridden in the first place.
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TheLastBrunnenG
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OK, I tried SDW's suggestions. Error message I get now is "Unable to add sound". Here's the modified XML:

Code: Select all

<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[

<!ENTITY unidExtension			"0xD001B171">
   <!ENTITY snLaserCannon            "0x0000F201">
   <!ENTITY snRecoillessCannon         "0x0000F202">
   <!ENTITY snArmorHit1            "0x0000F203">
   <!ENTITY snShipExplosion1         "0x0000F204">
   <!ENTITY snStationExplosion1                 "0x0000F205">
   <!ENTITY snShieldHit1            "0x0000F206">
   <!ENTITY snMissileLauncher         "0x0000F207">
   <!ENTITY snStargate            "0x0000F208">

]>

<TranscendenceExtension UNID="&unidExtension;" version="1.0">

	<!-- replacements for stock sounds -->

		<Sound UNID="&snLaserCannon;"			filename="xLaserFire1.wav"/>
		<Sound UNID="&snRecoillessCannon;"		filename="xCannonFire1.wav"/>
		<Sound UNID="&snArmorHit1;"			filename="xArmorHit1.wav"/>
		<Sound UNID="&snShipExplosion1;"		filename="xShipExplosion1.wav"/>
		<Sound UNID="&snStationExplosion1;"		filename="xStationExplosion1.wav"/>
		<Sound UNID="&snShieldHit1;"			filename="xShieldHit1.wav"/>
		<Sound UNID="&snMissileLauncher;"		filename="xMissileLaunch1.wav"/>
		<Sound UNID="&snStargate;"			filename="xStargate.wav"/>

</TranscendenceExtension>
I verified that the filenames in the XML match the actual WAV names. The sound format is stereo, 44khz. Stock sounds are mono, 22khz, but other mods with stereo 44khz sounds work OK.

Because they're in the transcendence.xml, I didn't think use of the stock sounds could be hardcoded. RPC may be right.
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alterecco
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Are you giving the full path to the files? (relative to the xml that is)

Also, you should not re-declare the UNIDs
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TheLastBrunnenG
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Tried it without new UNIDs and without redeclaring the existing ENTITY UNIDs. No go - error message "Unable to add sound". Code:

Code: Select all

<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[

<!ENTITY unidExtension			"0xD001B171">

]>

<TranscendenceExtension UNID="&unidExtension;" version="1.0">

	<!-- replacements for stock sounds -->

		<Sound UNID="&snLaserCannon;"			filename="xLaserFire1.wav" />
		<Sound UNID="&snRecoillessCannon;"		filename="xCannonFire1.wav" />
		<Sound UNID="&snArmorHit1;"			filename="xArmorHit1.wav" />
		<Sound UNID="&snShipExplosion1;"		filename="xShipExplosion1.wav" />
		<Sound UNID="&snStationExplosion1;"		filename="xStationExplosion1.wav" />
		<Sound UNID="&snShieldHit1;"			filename="xShieldHit1.wav" />
		<Sound UNID="&snMissileLauncher;"		filename="xMissileLaunch1.wav" />
		<Sound UNID="&snStargate;"			filename="xStargate.wav" />

</TranscendenceExtension>
As far as the path, it shouldn't make a difference. The WAVs are in the same folder as the "NewStockSounds.xml" file. Transcendence.xml specifies a folder, but it does it in the <sounds> </sounds> section, which caused an error message when I tried to replicate it.
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alterecco
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That does seem odd. It looks right to me. Are you sure the wav files are being loaded correctly? I think there are some limitations regarding the format... not sure though.
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TheLastBrunnenG
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I'll try re-encoding them to match the vanilla WAV format.
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