Making .uax for custom sounds

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Neveos
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Making .uax for custom sounds

Post by Neveos »

I managed to import a number of .wav files for my map, but I had to place the command lines (shown in the tutorial) in an existing .uc file. Which is fine, but Ued2 doesn't seem to import the sound files that way, and I would have to leave them out of my map to work in Ued2.

I can import the standard .uax file in Ued2, however, but I do not know how to make a .uax file. The tutorial mentions it can be done, and TNM seems to have a .uax file, so I was wondering if you guys could explain to me how I do that. Thanks.
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Jonas
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Re: Making .uax for custom sounds

Post by Jonas »

You use the sound browser in UEd. There are buttons at the bottom of the sidebar for managing packages, you can create a new one by importing your first .wav into a package that doesn't exist yet and then saving it. Only problem is it isn't versionable, but as long as you work alone you'll be fine, otherwise you'll have to appoint somebody to manage the sound packages.
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Neveos
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Re: Making .uax for custom sounds

Post by Neveos »

Oh you mean like, you have to keep updating the whole file when adding specific sounds, yeah I bet that does suck across users. But I am going crazy right now, because while I did make my .uax file, and even though the TNMSounds.uax can be imported into Ued2, my .uax file doesn't!! I see it, and click open, but then it just fails to import anything. I doubt any of the files are incompatible, because they load fine in Ued1. Dammit
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Jonas
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Re: Making .uax for custom sounds

Post by Jonas »

Sorry, a lot of magic went into making TNM's packages compatible with UEd2. I didn't remember the audio package as being one of the tricky ones, but I wasn't responsible for making all that work in the first place, so I can't be much more help here.
Jonas Wæver
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Neveos
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Re: Making .uax for custom sounds

Post by Neveos »

It's all good. I don't mean this as an inconvenience, but if you do speak with that person, and you remember, please ask about that. Also, I'm actually about to get my brother to imitate some of the voices from the original game and put those characters randomly in my map, and share it with you guys so you can, hopefully, get mildly enthused.
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Re: Making .uax for custom sounds

Post by Jonas »

Conversation audio is a completely different thing that has nothing to do with .uax files. You need to use a very specific type of MP3s for that and ConEdit handles all of the importing.

Also the more I think about it, the more certain I am that we didn't do anything special to make our sound package work in UEd2. All the special stuff involved batch-stripping code from classes to compile special UEd2-compatible versions of them. Sound packages don't have any code, they work out of the box, so to speak.
Jonas Wæver
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Neveos
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Re: Making .uax for custom sounds

Post by Neveos »

Oh, no, the conversations work fine, I was just getting off topic. But yeah, I want this oriental music wav file to loop in the sushi bar, but I think you are right, I just realized it isn't working in the first version of the editor as well, now. Just started doing this.

Let me describe this uax thing im doing. I have this half life 1 mod called "the specialist" and it has some useful wav files.

So I select some of those and copy them to a folder in mypackage\sounds. Then I open up Ued1, and "import" all those wav files. I then ascribe package "mypackage" and class "iwr" and I allow it to import. Now, this doesn't happen in Ued2, but in Ued1, it shows up as it should, and can be placed in the map. I click save, and can save the class as a uax file. However, if the sound is present in the map, when i try to play the map, it just shows the eidos logo intro. I'm wondering if these wav files have the wrong specifications maybe, but it played well a few times before. I'll just knock this out later.
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Jonas
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Re: Making .uax for custom sounds

Post by Jonas »

Well check the logs and see what they say.

Also if you have another package called MyPackage, consider calling your sound package MySounds or something instead. Or even better, actually using a proper name that fits the name of your mod ;)
Jonas Wæver
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Neveos
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Re: Making .uax for custom sounds

Post by Neveos »

hahaha, yeah, I should probably get to changing that
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