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Custom In-game SE and Voices

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Charco
Garcia75
Don Vecta
BigDarsh
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Shiva
LucasHB
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Custom In-game SE and Voices Empty Custom In-game SE and Voices

Post  realnabarl Mon Feb 11, 2013 2:49 am

Originally found by Chanwa1522.

Now I will write it in short:
Create a folder and name it "data" in your game folder. Put your customized SE and voices files in it and start the game program to make it available. The format of the files must be .wav and must have the same name as it in V5, then the SE or voice could replace the original one in the game.

This is a list of SorR v5 SE and voices, by CajNatalie:
Code:
data/se80.wav
data/seaxel2.wav
data/sor1_axel1.wav
data/sor1_axel3.wav
data/seaxel4.wav
data/seaxel1.wav
data/sor3_axel3.wav
data/bk3_axel1.wav
data/sor3_axel1.wav
data/sor3_axel2.wav
data/seblaze5.wav
data/seblaze7.wav
data/se19.wav
data/seblaze2.wav
data/sor2_blaze3.wav
data/sor2_blaze2.wav
data/sor1_blaze2.wav
data/sor1_blaze1.wav
data/seblaze6.wav
data/sor2_blaze1.wav
data/seblaze3.wav
data/seblaze4.wav
data/bk3_blaze2.wav
data/bk3_blaze1.wav
data/seblaze1.wav
data/se18.wav
data/semax1.wav
data/semax4.wav
data/semax5.wav
data/se21.wav
data/semax3.wav
data/se65.wav
data/seskate1.wav
data/seskate3.wav
data/seskate4.wav
data/seskate5.wav
data/se22.wav
data/seskate6.wav
data/seskate2.wav
data/sor2_skate1.wav
data/sor2_skate2.wav
data/sor2_skate3.wav
data/se55.wav
data/se103.wav
data/se105.wav
data/roo3.wav
data/se104.wav
data/se13.wav
data/adam.wav
data/sor1_hit.wav
data/adam1.wav
data/se64.wav
data/se16.wav
data/se28.wav
data/sev25.wav
data/sev30.wav
data/sev24.wav
data/sor3_shiva1.wav
data/bk3_shiva1.wav
data/sev37.wav
data/sev27.wav
data/sev21.wav
data/mrx.wav
data/sev2.wav
data/roo1.wav
data/roo4.wav
data/roo2.wav
data/sev44.wav
data/electra1.wav
data/sev20.wav
data/electra2.wav
data/se14.wav
data/rudra.wav
data/se29.wav
data/se32.wav
data/se36b.wav
data/se36a.wav
data/se47.wav
data/se59.wav
data/se60.wav
data/seg4.wav
data/se61.wav
data/seg1.wav
data/seg2.wav
data/seg3.wav
data/se51.wav
data/se75.wav
data/se86.wav
data/se87.wav
data/se41.wav
data/se27.wav
data/se4.wav
data/pajaros.wav
data/gato.wav
data/se81.wav
data/se43.wav
data/tortugas.wav
data/se35.wav
data/se56.wav
data/ambient10.wav
data/sev11.wav
data/se85.wav
data/truck.wav
data/tren.wav
data/ambient5.wav
data/seg8.wav
data/firework.wav
data/se84.wav
data/viento.wav
data/helicoptero1.wav
data/helicoptero2.wav
data/puerta.wav
data/helicoptero3.wav
data/step5.wav
data/se23.wav
data/se89.wav
data/se90.wav
data/sev46.wav
data/ambient12.wav
data/se82.wav
data/se83.wav
data/sev34.wav
data/compuerta.wav
data/vball.fpg
data/step6.wav
data/step_.wav
data/se42.wav
data/se76.wav
data/se78.wav
data/se77.wav
data/sev10.wav
data/se20.wav
data/sev3.wav
data/se8.wav
data/sev45.wav
data/sev17.wav
data/sev6.wav
data/sev7.wav
data/cadena.wav
data/sev26.wav
data/sev19.wav
data/ash.wav
data/sev36.wav
data/sev9.wav
data/sev47.wav
data/sev38.wav
data/bk3_yamato1.wav
data/sev35.wav
data/sev29.wav
data/se79.wav
data/se7.wav
data/se73.wav
data/se74.wav
data/sev31.wav
data/sev33.wav
data/vehelits1.wav
data/vehelits2.wav
data/sev40.wav
data/sev39.wav
data/sev41.wav
data/sev42.wav
data/bk3_yamato3.wav
data/bk3_yamato2.wav
data/sev5.wav
data/sev4.wav
data/se1.wav
data/se2.wav
data/se3.wav
data/se5.wav
data/se6.wav
data/se9.wav
data/se10.wav
data/se11.wav
data/se12.wav
data/se15.wav
data/se30.wav
data/se31.wav
data/se33.wav
data/se34.wav
data/se36.wav
data/se37.wav
data/se39.wav
data/se40.wav
data/se44.wav
data/se45.wav
data/se46.wav
data/se48.wav
data/se49.wav
data/se50.wav
data/se52.wav
data/se53.wav
data/se54.wav
data/sev1.wav
data/sev22.wav
data/sev12.wav
data/sev13.wav
data/sev23.wav
data/sev18.wav
data/seg5.wav
data/seg6.wav
data/seaxel3.wav
data/semax2.wav
data/se57.wav
data/se58.wav
data/se63.wav
data/siren.wav
data/se17.wav
data/se24.wav
data/se25.wav
data/se26.wav
data/se38.wav
data/seg7.wav
data/sev43.wav
data/se62.wav
data/seg9.wav
data/se68.wav
data/se69.wav
data/se70.wav
data/se71.wav
data/se72.wav
data/alien4.wav
data/rudra3.wav
data/rudra1.wav
data/rudra2.wav
data/alien1.wav
data/alien2.wav
data/alien3.wav
data/step0.wav
data/ambient8.wav
data/se88.wav
data/ambient1.wav
data/ambient4.wav
data/rudre.wav

This is Chanwa1522's sound pack:
Spoiler:

This is Cajnatalie's sound pack ripped from the original games:
Spoiler:

This my sound pack demo:
Spoiler:

This is original lower-pitched Axel 3's Death Cry by Lorenzo The Comic:
Spoiler:


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Post  LucasHB Mon Feb 11, 2013 2:20 pm

I'm sorry, but I don't get it. Where do you create this folder? And how do you make the game recognize it? And if I want to revert to original effects later, how can I do it?

Is this how you change "stage clear" music and put sounds in cutscenes as well?

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Post  realnabarl Mon Feb 11, 2013 2:41 pm

LucasHB wrote:I'm sorry, but I don't get it. Where do you create this folder? And how do you make the game recognize it? And if I want to revert to original effects later, how can I do it?

Is this how you change "stage clear" music and put sounds in cutscenes as well?
- The folder where sorr.exe located.
- The game will recognize it automatically, it is a built-in feature.
- Remove the files from there.
- Replacing 65.ogg which located in "[game folder]\mod\music\" with another file.

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Post  LucasHB Mon Feb 11, 2013 10:00 pm

OH, cool. Thanks, man. 65 is for stage clear, right? What about cutscenes? How can I put music into them?

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Post  realnabarl Tue Feb 12, 2013 4:28 am

LucasHB wrote:OH, cool. Thanks, man. 65 is for stage clear, right? What about cutscenes? How can I put music into them?
This is track replacing, you replace a track and it will be changed for the situation it supposed to be played. Nothing else.

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Post  Shiva Sat Nov 09, 2013 9:29 am

Thank you, man.

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Post  craig2k7 Fri Jan 31, 2014 5:45 am

I know it's pretty old but does anyone have a tutorial on to make this work?

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Post  BigDarsh Fri Jan 31, 2014 6:35 am

I made an in depth tutorial on the other forum but a bit lazy to bring back here.

Very simple basic, create a data folder
'SoRRV5/Data'
put "wave" sound effect in it
name them with the right name (list of name in first post)
and let's go!

PS: My data base was much more complete (including what sound is connected to what wave sound)

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"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
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Post  Don Vecta Fri Jan 31, 2014 6:39 am

BigDarsh wrote:I made an in depth tutorial on the other forum but a bit lazy to bring back here.

Very simple basic, create a data folder
'SoRRV5/Data'
put "wave" sound effect in it
name them with the right name (list of name in first post)
and let's go!

PS: My data base was much more complete (including what sound is connected to what wave sound)

Just copy/pasta from the old forums. Very Happy 

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Post  craig2k7 Sat Feb 01, 2014 2:36 am

Well if just incase how can I test the sounds? just to be make sure which sound I'm replacing

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Post  BigDarsh Sat Feb 01, 2014 9:16 am

I've made a database because you can't test sound. If you are patient, I will reupload it next month.

The fastest way to test is using sormaker and build some scene using a bit of everything but with methodology (this is what I did to do my database).

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"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

-CajNatalie-
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Post  Don Vecta Sat Feb 01, 2014 3:13 pm

Yeah, take in note that modding the sound wasn't intended in the first place. This is trial and error.

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Post  Garcia75 Fri Nov 21, 2014 9:26 am

Isn't it possible to assign a single death scream to one specific enemy?
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Post  Don Vecta Fri Nov 21, 2014 12:40 pm

Garcia75 wrote:Isn't it possible to assign a single death scream to one specific enemy?

Only certain characters have specific screams:


  • Cody and Trucker share a unique sound (it's like one of the many generic screams but with echo).
  • Most SOR1 and 2 bosses share a sound that is part of the random death screams, including Shiva-2 (enemy) and Mr. X (both player and enemy versions) (a deep uhooohhh! voice)
  • Shiva-2 (player only), Shiva-3 (enemy and player), Neo X, *sometimes* Robo X, Yamato, Jet-3 and Rocket share a sound (a mid pitched WAHHH~! voice)
  • Every female character and Ash share the same female death scream.
  • The rest of them mooks have randomized death sounds from SOR1, 2 and 3.

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Post  Garcia75 Fri Nov 21, 2014 1:31 pm

Thx, so that's only available for OpenBor, editing the diesound syntax in the char txt file Arrow

Yesterday evening i noticed when i started putting my custom scream set, the game played them in addition of the default screams, until testing again today, they were really replaced cyclops

I also discovered some of them mess up with the number order: sev23.wav is actually voice14, sev24.wav is voice15 ect... i find it weird
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Post  Charco Fri Nov 21, 2014 3:49 pm

Garcia75 wrote:Thx, so that's only available for OpenBor, editing the diesound syntax in the char txt file Arrow

Yesterday evening i noticed when i started putting my custom scream set, the game played them in addition of the default screams, until testing again today, they were really replaced cyclops

I also discovered some of them mess up with the number order: sev23.wav is actually voice14, sev24.wav is voice15 ect... i find it weird

Why do you find it weird? It's a hack, the feature was never intended to be in the game.

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Post  Don Vecta Fri Nov 21, 2014 4:02 pm

More than a direct hack, a discovery using the data folder that allows voice customization. And of course, accordingly, some SFX's are shared with other values, so make sure to know what SFX are you using that won't break your overall sound scheme.

In my eyes, sound customization works wonders for tribute mods and perfectly tailored mods that won't affect other sounds. Requires lots of work to find the right sounds, though, so takes LOTS of trial and error.

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Post  Garcia75 Fri Nov 21, 2014 6:27 pm

The wav files may also sound louder than the global volume of the game, such as mine Very Happy
I have a lil set of screams ripped off some OpenBor mods; while i play, those sound louder in SoRR

I also have WavePad, perhaps the amplifying tool can reduce their volume
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Post  Mr.Din Sat Nov 22, 2014 8:28 pm

wasn't a list compiled that showed which wav file name went to what voice?

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Post  Saven Sun Nov 23, 2014 3:14 am

Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.
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Post  Don Vecta Sun Nov 23, 2014 1:02 pm

Saven wrote:
Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.

Yes, please. There was also a tutorial by BigDarsh about it, no?

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Post  Mr.Din Sun Nov 23, 2014 5:21 pm

Saven wrote:
Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.
That would be lovely! Very Happy

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Post  Saven Sun Nov 23, 2014 6:04 pm

https://mega.co.nz/#!H48Q1DaD!Bj1m_aCTFPluJqih1PajznKvqC6PnVc8HGM5FojQ-bg

Enjoy! Here is the new updated link above and this is the last version, v1.7. The following is originally by BigDarsh:


Ok, I've almost finished it!

The purpose of this chart is to help modders to customize sound effects in seeing instantly what are the consequences of their changes in the sound data base.

If you have any information to add, that would be kind to speak about it here in order to update the chart.

If you think it could be clearer or if some names or attacks are not correct, or change the apparence; feel free to suggest too.

Update v1.1

- About 10 new Se has been found.
- Sheet 1 is still a quick review of all se but much clearer (I think...)
- Sheet 2 is my personnal data base, very in depth but not user friendly
- For this update, I tried to think as a modder, and it comes to my mind that having preset was something which will be welcomed by modders so I made some of them (Gui, murphy, robbot, ambient, break item etc). If you have any other preset you would like me to make, just ask for it. They are all avaible on the sheet 3.

- Now I understood the SE impact system settings, I've also added a characters chart which include preset for both voices (sheet 1), and se impact (sheet 3). The sheet 2 is just some preset I've made in order to identify every impact se.

Update v1.6
- 28 new Se has been found. (thanks to Chan1522 for the dat rip)
- Added a full detailed chart for characters including se,voices and se impacts (updated)
- Added a full detailed chart for mooks and bosses, voices, se impacts and se (updated)
- Added new themes and updated. (including death groups)
- Minor fix in typos
- the "readme" is updated too with some explanations and tricks.

Mook&Boss, and Characters sets updated list:
skate 2/3 blitz 3* (se imp)
abadede uppercut (se imp)
slum kick (voice)
signal 1 punch (se imp)
ash power blow/ flury ender (se imp last hit)
ash intro (ash Boss voice)
r.bear break door intro (se)
light saber air whip (se)
light saber atk imp (se imp)

Update 1.7:
Mook&Boss, and Characters sets:
Adam dash special (voice , se imp)
max pipe & katana bltiz were inverted (se imp)
mr X blitz (se)
Jet 3 rocket explosion (se)
Jet 3 diving roll (se imp)

missing se are: (16)
se39 / se57 / se63 / se89 / se90
sev18 / seaxel3 / semax2 / sor2_skate2/ cadena / compuerta
sor1_hit / step_ / step6 / tren / vball

rudre: make the game crash

Next Step:
This is what I wanna do and I'm pretty happy with it so I will not work on it anymore, unless someone ask me for a specific sound that I would have forgotten or if I find one by pure luck.

I wanna thank Eve for helping me with sormaker making this work more enjoyable.

Thank you for reading and maybe helping.  :wink:
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Post  Garcia75 Sun Nov 30, 2014 11:53 am

.ods extension?? What could we do with these? Perhaps that could be OpenOffice documents?
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Post  BigDarsh Sun Nov 30, 2014 1:06 pm

Yes, it is an open office document, but I've made a new version of it long time ago (2.0) which is online avaible with excel and with some new sound and new table.

tutorial here
http://www.sorrcommunity.com/t263-sound-effect-modding-tutorial

Table 2.0
https://onedrive.live.com/view.aspx?cid=2F2933F59569E458&resid=2F2933F59569E458!174&app=Excel

PS: I've found 2 new sound recently which are not in the table (87 and don't remember the other).

Please people, use the other thread (sound modding tutorial) for sound modding in order to help me to keep track.

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