Unit Sounds Tutorial by Vuldacon February 2008:
This is to try and offer a little help concerning Unit Sounds for Units but is only meant as general information to get you started.
To add a sound to any Unit, first make sure the sound is in .wav format or change it to .wav.
How to convert any .wav sound file to use for Civ3, PTW or Conquest:
On your computer, go to start then programs/accesories/multimedia or entertainment and click on SOUND RECORDER.
All Civ3 .wav file formats are at 22,050 Hz, 16bit Mono, 43 kb/s and Need to be set this way for proper in game use.
On the Recorder, Click on open and search for the .wav file you want to check or convert. Double left click the wav file and it will be in the Recorder.
Click on PROPERTIES. Here you will see the Audio Format of your sound listed.
On the screen you click [CONVERT NOW] Then under "Name" in this sound selection Box, use the Arrow Key and select "Radio Quality"(This is the Correct Format 22,050 Hz, 16bit Mono, 43 kb/s). Click OK then OK on the next box and save the sound as a new name or overwrite the original. Finished.
Alternately, you could search for the wav format (22,050 Hz, 16bit Mono, 43 kb/s)... [Use Arrow Button], select the format, hit ok and save. Note that you may either save as a different name or simply save and Over Write the .wav file where you found it...And your Finished!
...As for adding the sound to a Unit flc...name the sound what ever you like and then type the name Exactly as it is into the .INI file (located in the Units Folder) for the Unit. The sound will be typed in the appropriate place (on the bottom half, Under "[Sound Effects]" ) inside the .INI file. Here is an Example of that part of the .INI where I added the Attack sound for the "Beholder" Unit:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=BeholderRun.wav
ATTACK1=BeholderAttackA.wav
ATTACK2=BeholderAttackB.wav
ATTACK3=BeholderAttackC.wav
DEFEND=
DEATH=BeholderDeath.wav
DEAD=
FORTIFY=BeholderFortify.wav
FORTIFYHOLD=
FIDGET=BeholderFidget.wav
VICTORY=BeholderVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
JUNGLE=
FOREST=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=
Note: you can check the timing needed (Length for the sound) by opening the flc that will be used for the sound in "Flicster" and reading the "Animation Time". Move the decimal point to the Left 2 and sometimes 3 spaces for the actual time. Example: Animation Time of the warrior is 1250. That is 1.25 seconds. Depending on where the decimal point is, use judgement on the timing concerning the placement of the decimal point. Generally not much more than a second is used and many under 1 second.
If you want to use an existing unit sound from the game you can type ..\the unit folder name\the name of the Sound.wav in the .INI and the game will use that sound. Example: ..\warrior\WarriorDeath.wav
Be Exact about typing the Folder name and the sound name. Computers are Exact and can only "understand" exactly what is there.
Example: for using the game warrior sounds: , type any sound you want to use in the .INI file like this example:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=WarriorRun.amb
ATTACK1=..\warrior\WarriorAttackA.amb
ATTACK2=..\warrior\WarriorAttackB.amb
ATTACK3=
DEFEND=
DEATH=..\warrior\WarriorDeath.wav
DEAD=
FORTIFY=..\warrior\WarriorFortify.wav
FORTIFYHOLD=
FIDGET=..\warrior\WarriorFidget.wav
VICTORY=..\warrior\WarriorVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Version]
VERSION=1
[Palette]
PALETTE=
Note: .amb files are files that tell the game the sequence of how several sound bytes are played. IF you want to place an actual copy of any game unit sounds into your new unit folder and the existing unit uses an .amb file, be sure to copy the .amb file and ALL of the sounds that go with the .amb file into your new unit folder.
You can open the .amb file with WordPad to see the sounds it uses but generally, you can see those sounds by looking at all of the sounds used in the Folder and selecting the ones that go with the flc such as Attack.
Run Sounds are the Most difficult to have play back correctly for units so .amb files are preferred. It is possible to make Run Sounds that will work without .amb files but they require a great deal of experimenting and "Trial and Error" tests for a Unit in the Game. Sometimes you will have to set more "silence" (See "One other thing" below) after sound bytes for a sound to make the timing work well. Other Times you will want to completely fill in the entire length for a sound you are making so there is no silence at all in it. Silence is the Blank areas in a sound .wav where you do not hear anything between sound bytes that you do hear such as between Gun Shots on the same sound .wav for an attack. There seem to be "Triggers" I will call them, that tend to make the Game engine play or loop at that sound byte place in the sound .wav. An example of this is if I place an abrupt sound in or after a smoother sound byte that takes place close to the same time as the length of the animation the sound .wav is for. The Sound will loop at that place even if the sound continues longer. IF this does not make sense, it is like when you have a Run Sound that is looping somewhere in the middle of the sound you have and also playing again after the unit stops Running...when the animation is finished. This also happens with Attacks when a Unit Moves away from battle and the Attack sound plays again while the Unit is Running away. Now there are other things that cause this to happen besides a "Trigger" in the sound such as Animation Time vs the Length of the Sound being used.
Even the CIV Game Units do not always play correctly in a game, even the ones that use .amb files, so just try to do the best you can with sounds for your units.
There are several other factors concerning creating sounds that work well with flcs for the game. It all has to do with the way the Game Engine plays the sounds in a loop and what needs to be handled and adjusted for the sound to play well with the Unit Flc. Basically sound bytes are applied to the sound in the areas where the action takes place in the animation. Very basically, animations and the sounds will tend to be the same general length but again, there are other factors that can change this.
Example: IF you have a Good Sound Program that will allow you to open a sound and adjust the sound bytes in the .wav:
Count the Frames in the animation for each action starting with the first frame. Multiply each frame by the Flc Speed (add a 0 in front of the Flc Speed) and in this example I am using an Attack that has 6 Gun Shots in the animation. The Shots take place on Frames 1, 2, 4, 5, 7 and 9. The Attack Flc Speed is set to 65 so this is .065 for each Frame. This means Frames 1=0 to .065, 2=.065 to .130 and this is the length of the First two attack Frames where the Unit shoots. Then skip 3= .130 to .195 that has no shot, Now add Frames 4 and 5. Starting the sound for Frame 4= .195 to .260 and from frame 5= .260 to .325. Skip Frame 6= .325 to .390 no shot and then start the sound on frame 7= .390 to .455, Skip frame 8= .455 to .520 no shot and start the sound on frame 9= .520 to .585
...To Clairify, IF Your Unit action starts on Frame 2, for example, you would use the biginning of frame 2 to start your sound byte, which is also the end of Frame 1. IF the Unit action only takes place on Frame 2 and does not continue then you would use the Length of time for just one frame of your animation for the sound Byte in the sound you are making. Use "Silence" for all other Frames so the sound will play silence through those no sound areas. See "One other thing" Below.
Note, in this example, that each Frame plays .065 of a second so the frames where the unit shoots will last .065 each. You can have an echo and even overlap the sound bytes but the initial "Blast" for the shot action starts at the beginning of the frame where the unit shoots.
If you use an existing unit sound for a New unit, you must at least match the Number of Frames and Flc Speed with another Unit that has the same figures. Not only this but the frames where the actions take place is important to have the sound byte placed where it needs to be to match the frame where the action happens. Sounds are many sound bytes combined and mixed, etc... so the, generally, 1 second sounds we have for units are actually many different sound bytes all put together with timing for the animation actions.
IF you do not have a Good sound Program, you can at least generate storyboards of existing Game Units and look where the actions take place. You can then animate your Unit where the action takes place on the same frame and be sure to use the same number of frames and Flc Speed as the Unit you want to use the sounds from. You can then Use the sounds from the existing unit for your New Unit.
The CIV Game Units tend to use many animations set at 66 Flc Speed. Without having to understand or explain why, it is best to use what the Game uses well for animation Flc speeds and sounds.
One other thing I want to mention is that when you use a blank space between sound bytes in a sound you are putting together such as separate Gun Shots in a single sound, use an inaudible sound that the game engine will play but that cannot be heard to fill the Blank space. The Reason is to Prevent the Game Engine from skipping through the Blank areas as IF the space of silence is not there. I use this in all areas where there is any Blank space in a sound file. I call it "Silence.wav" and keep it for use. I will attach this 2 second length "Silence.wav" to this Tutorial... Get it Here
...there is more to sounds than most know or want to believe but we can keep it as simple as possible by handling units in a manner that will allow existing unit sounds to work well with them...otherwise we need to get a good sound program and learn how to use it. This is about as complicated as Learning how to use "Poser" or other animation programs but with some effort and experience, you can do it. There are several Sound Programs you can find on the Internet for Free that you can put to good use if you cannot afford an expensive Sound Program. A Google Search can provide what is available.
...Hope this was clear and helps explain some aspects of what to consider when applying sounds to your Units.
...Good Luck.
Cheers,
Vuldacon
This is to try and offer a little help concerning Unit Sounds for Units but is only meant as general information to get you started.
To add a sound to any Unit, first make sure the sound is in .wav format or change it to .wav.
How to convert any .wav sound file to use for Civ3, PTW or Conquest:
On your computer, go to start then programs/accesories/multimedia or entertainment and click on SOUND RECORDER.
All Civ3 .wav file formats are at 22,050 Hz, 16bit Mono, 43 kb/s and Need to be set this way for proper in game use.
On the Recorder, Click on open and search for the .wav file you want to check or convert. Double left click the wav file and it will be in the Recorder.
Click on PROPERTIES. Here you will see the Audio Format of your sound listed.
On the screen you click [CONVERT NOW] Then under "Name" in this sound selection Box, use the Arrow Key and select "Radio Quality"(This is the Correct Format 22,050 Hz, 16bit Mono, 43 kb/s). Click OK then OK on the next box and save the sound as a new name or overwrite the original. Finished.
Alternately, you could search for the wav format (22,050 Hz, 16bit Mono, 43 kb/s)... [Use Arrow Button], select the format, hit ok and save. Note that you may either save as a different name or simply save and Over Write the .wav file where you found it...And your Finished!
...As for adding the sound to a Unit flc...name the sound what ever you like and then type the name Exactly as it is into the .INI file (located in the Units Folder) for the Unit. The sound will be typed in the appropriate place (on the bottom half, Under "[Sound Effects]" ) inside the .INI file. Here is an Example of that part of the .INI where I added the Attack sound for the "Beholder" Unit:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=BeholderRun.wav
ATTACK1=BeholderAttackA.wav
ATTACK2=BeholderAttackB.wav
ATTACK3=BeholderAttackC.wav
DEFEND=
DEATH=BeholderDeath.wav
DEAD=
FORTIFY=BeholderFortify.wav
FORTIFYHOLD=
FIDGET=BeholderFidget.wav
VICTORY=BeholderVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
JUNGLE=
FOREST=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=
Note: you can check the timing needed (Length for the sound) by opening the flc that will be used for the sound in "Flicster" and reading the "Animation Time". Move the decimal point to the Left 2 and sometimes 3 spaces for the actual time. Example: Animation Time of the warrior is 1250. That is 1.25 seconds. Depending on where the decimal point is, use judgement on the timing concerning the placement of the decimal point. Generally not much more than a second is used and many under 1 second.
If you want to use an existing unit sound from the game you can type ..\the unit folder name\the name of the Sound.wav in the .INI and the game will use that sound. Example: ..\warrior\WarriorDeath.wav
Be Exact about typing the Folder name and the sound name. Computers are Exact and can only "understand" exactly what is there.
Example: for using the game warrior sounds: , type any sound you want to use in the .INI file like this example:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=WarriorRun.amb
ATTACK1=..\warrior\WarriorAttackA.amb
ATTACK2=..\warrior\WarriorAttackB.amb
ATTACK3=
DEFEND=
DEATH=..\warrior\WarriorDeath.wav
DEAD=
FORTIFY=..\warrior\WarriorFortify.wav
FORTIFYHOLD=
FIDGET=..\warrior\WarriorFidget.wav
VICTORY=..\warrior\WarriorVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Version]
VERSION=1
[Palette]
PALETTE=
Note: .amb files are files that tell the game the sequence of how several sound bytes are played. IF you want to place an actual copy of any game unit sounds into your new unit folder and the existing unit uses an .amb file, be sure to copy the .amb file and ALL of the sounds that go with the .amb file into your new unit folder.
You can open the .amb file with WordPad to see the sounds it uses but generally, you can see those sounds by looking at all of the sounds used in the Folder and selecting the ones that go with the flc such as Attack.
Run Sounds are the Most difficult to have play back correctly for units so .amb files are preferred. It is possible to make Run Sounds that will work without .amb files but they require a great deal of experimenting and "Trial and Error" tests for a Unit in the Game. Sometimes you will have to set more "silence" (See "One other thing" below) after sound bytes for a sound to make the timing work well. Other Times you will want to completely fill in the entire length for a sound you are making so there is no silence at all in it. Silence is the Blank areas in a sound .wav where you do not hear anything between sound bytes that you do hear such as between Gun Shots on the same sound .wav for an attack. There seem to be "Triggers" I will call them, that tend to make the Game engine play or loop at that sound byte place in the sound .wav. An example of this is if I place an abrupt sound in or after a smoother sound byte that takes place close to the same time as the length of the animation the sound .wav is for. The Sound will loop at that place even if the sound continues longer. IF this does not make sense, it is like when you have a Run Sound that is looping somewhere in the middle of the sound you have and also playing again after the unit stops Running...when the animation is finished. This also happens with Attacks when a Unit Moves away from battle and the Attack sound plays again while the Unit is Running away. Now there are other things that cause this to happen besides a "Trigger" in the sound such as Animation Time vs the Length of the Sound being used.
Even the CIV Game Units do not always play correctly in a game, even the ones that use .amb files, so just try to do the best you can with sounds for your units.
There are several other factors concerning creating sounds that work well with flcs for the game. It all has to do with the way the Game Engine plays the sounds in a loop and what needs to be handled and adjusted for the sound to play well with the Unit Flc. Basically sound bytes are applied to the sound in the areas where the action takes place in the animation. Very basically, animations and the sounds will tend to be the same general length but again, there are other factors that can change this.
Example: IF you have a Good Sound Program that will allow you to open a sound and adjust the sound bytes in the .wav:
Count the Frames in the animation for each action starting with the first frame. Multiply each frame by the Flc Speed (add a 0 in front of the Flc Speed) and in this example I am using an Attack that has 6 Gun Shots in the animation. The Shots take place on Frames 1, 2, 4, 5, 7 and 9. The Attack Flc Speed is set to 65 so this is .065 for each Frame. This means Frames 1=0 to .065, 2=.065 to .130 and this is the length of the First two attack Frames where the Unit shoots. Then skip 3= .130 to .195 that has no shot, Now add Frames 4 and 5. Starting the sound for Frame 4= .195 to .260 and from frame 5= .260 to .325. Skip Frame 6= .325 to .390 no shot and then start the sound on frame 7= .390 to .455, Skip frame 8= .455 to .520 no shot and start the sound on frame 9= .520 to .585
...To Clairify, IF Your Unit action starts on Frame 2, for example, you would use the biginning of frame 2 to start your sound byte, which is also the end of Frame 1. IF the Unit action only takes place on Frame 2 and does not continue then you would use the Length of time for just one frame of your animation for the sound Byte in the sound you are making. Use "Silence" for all other Frames so the sound will play silence through those no sound areas. See "One other thing" Below.
Note, in this example, that each Frame plays .065 of a second so the frames where the unit shoots will last .065 each. You can have an echo and even overlap the sound bytes but the initial "Blast" for the shot action starts at the beginning of the frame where the unit shoots.
If you use an existing unit sound for a New unit, you must at least match the Number of Frames and Flc Speed with another Unit that has the same figures. Not only this but the frames where the actions take place is important to have the sound byte placed where it needs to be to match the frame where the action happens. Sounds are many sound bytes combined and mixed, etc... so the, generally, 1 second sounds we have for units are actually many different sound bytes all put together with timing for the animation actions.
IF you do not have a Good sound Program, you can at least generate storyboards of existing Game Units and look where the actions take place. You can then animate your Unit where the action takes place on the same frame and be sure to use the same number of frames and Flc Speed as the Unit you want to use the sounds from. You can then Use the sounds from the existing unit for your New Unit.
The CIV Game Units tend to use many animations set at 66 Flc Speed. Without having to understand or explain why, it is best to use what the Game uses well for animation Flc speeds and sounds.
One other thing I want to mention is that when you use a blank space between sound bytes in a sound you are putting together such as separate Gun Shots in a single sound, use an inaudible sound that the game engine will play but that cannot be heard to fill the Blank space. The Reason is to Prevent the Game Engine from skipping through the Blank areas as IF the space of silence is not there. I use this in all areas where there is any Blank space in a sound file. I call it "Silence.wav" and keep it for use. I will attach this 2 second length "Silence.wav" to this Tutorial... Get it Here
...there is more to sounds than most know or want to believe but we can keep it as simple as possible by handling units in a manner that will allow existing unit sounds to work well with them...otherwise we need to get a good sound program and learn how to use it. This is about as complicated as Learning how to use "Poser" or other animation programs but with some effort and experience, you can do it. There are several Sound Programs you can find on the Internet for Free that you can put to good use if you cannot afford an expensive Sound Program. A Google Search can provide what is available.
...Hope this was clear and helps explain some aspects of what to consider when applying sounds to your Units.
...Good Luck.
Cheers,
Vuldacon