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Help with streamlining unit sounds

MeteorPunch

#WINNING
Joined
Jan 19, 2005
Messages
4,834
Location
TN-USA
Just wondering if anyone has tips for testing a large number of sound files? Like if you've done a mod with hundreds of new units lacking sound files, what you did to add them and make sure they are decently synced to attack animations.

What I've been doing is throwing a group of maybe 40 in the editor with a bunch of soundless barbarian units to attack. This way I'm checking to make sure the sound matches the unit and they sync to animations well, but it's kind of time-consuming and I just want to see if there's better methods.

Also would borrowing sounds from completed mods be frowned on? Sometimes it's easier to do that than to find a ready to use sound file.
 
MeteorPunch... It is time consuming to add Good Sounds to animations that Fit and play correctly because they should be specifically made for each Unit so the sound bytes in each sound will fit the Unit and the Actions they perform.

Many people just get by with adding any sound that fits at all. That really does not do the Unit justice and sounds do make a difference for Units. They can enhance or detract from them, which over all will affect the Quality of a Game.

...It is worth taking the time to make and adjust sounds for every Unit added to a Game. This generally is best done one at a time.

As for Testing Unit sounds, I set up a scenario with Units that are Air and Ground Units. I also have Bombard Units. I place several Units around each Unit Type so I can test Attack and Death.

When I have a New Unit to Test, I can simply place a 1 in front of the Unit Folder for any of the Existing Units in the Scenario and then Place the New Unit in as that Unit... change the .ini file and test it in the Game.

I believe it is OK to use sounds from another Scenario but adding a Read Me file to the Unit Folder stating who made the sound or where it came from would be the obvious and least thing to do especially since that would save so much time making the sounds :)

Edit: If you want to Test Fidget Sounds, You can Fortify the Unit and either wait a while by testing other Sounds for other Units then Un-Fortify them or play a turn then Un-Fortify them to see and Hear the Fidget.
 
Yeah really the only un-synced ones that bug me are human units...vehicles are less noticeable.

I think I'm just overwhelmed because I'm somewhat perfectionist about things and there's going to be ~500 units I need to test sounds for. :crazyeye: But luckily many of them are vehicles which can share similar sounds files, the same with human units by the same creator...they are generally animated the same and can share sounds.
 
I totally Understand... That is why I always make sounds for all Units I make.
I do not believe a Unit is Finished unless it has sounds included but many people either do not know how to make and add the sounds or just do not bother.
...Making a Game is a Long Term Endeavor and it is always best to add one thing at a time and Test it in Game. That way it is known that all is ok with each addition.

One of the worst things is to have to do Huge Batches of work, all of the same kind.
I recommend focusing on one thing at a time and do it well so there is no need to go back to it :)

If you are a perfectionist you would probably also want each Unit to have its own sounds rather than use the same sounds for multiple Units. There are simple things you can do to make the same sounds different such as changing the Pitch.

Good Luck with your Chore :)
 
From nonno6 way back in 2002:

"How to convert any wav. sound file to use for Civ3:

Go on your computer on the start menu bar and go to programs/accesories/multimedia and click on SOUND RECORDER.

All Civ3 wav files formats are at 22,050 Hz, 16bit Mono.

Click on open and search for the wav file you need to convert.

Then click on PROPERTIES.

On the next screen you click on [CONVERT NOW]

Then search for the wav format listed above hit ok and save.

And you're done!"


Hope That Helps,

Oz
 
If you have 500 units to go through, a somewhat easier way to test sounds before running a Civ3 game is to play the flc in Flicster, then play the sound file you have for it in a program like Wavepad Sound Editor (I use it because it is a small program, easy to use, can edit the sounds very easily, adds a launch button to right-click menu, and is free). This way you can approx. time the sound to the FLC and make adjustments... it may not be perfect this way, but gives you a feel for the sound instead of having to run Civ 3 multitudes of times.

Tom
 
Rather than searching the List for the Specific Format, simply select "Radio Quality" in the Top window Box after clicking Convert Now. That will be the Same Correct Format. Click OK and Save.

Tom2050... I also use Flicster to view the animations as I test sounds in the beginning to have them set in General but then Always test in Game and make adjustments.
 
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