Sound Effect Modding Tutorial
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Sound Effect Modding Tutorial
Here is an in-depth analysis of the sound effects adress of SoRRv5/v5.0a
First you need to know that it is complex and kind of limited since you can't change adress. The only thing you can do is change a sound effect by another.
That's why having a very good knowledge of the Sound Effect's adress is needed if you don't want your mod to be "messy". (My database will help you to get this knowledge).
Download : Click here to get it!
You need the free open source software "Open Office" to read it.
to mod: create a data folder under the path of the game.
C:\Program Files\SoRRv5\data
if the data folder is empty, SoRRv5 will play his default sound.
if the data folder contains wav file with the right name, it will have precedence and the game will trigger it.
Example: I put only one file in my data folder and I've named it "se33.wav"
The game will play normally, but each time an opponent will block my attack, I will hear my custom sound effect since se33.wav is the adress of the "block atk impact".
Simple no?
Let's start with the 3 types of Sound Effect that SoRR features:
This is very imporant to know about those 3 types to avoid overlay. If a sound effect voice is triggered by one character (playable or not), it will be cut off if another sev is triggered for that character, but not be cut off by another type of se (sen or seimp) for that character.
Example:
do with Axel: it will trigger "Gran Upper" SeV. If it connect, it will trigger SeImp for Grand Upper without cuting off the SeV. Both sounds will play normally, noone interfere with the other.
do X with Adam: it will trigger "Adam Attack" SeV twice "oulia!" x2. That means the first one will be cut off by the second one if the digit is too long. That's why in the AvP Mod, Adam says "Eat This!" and when you perform the blitz 3 he says "Eat Th-Eat This!"
I hope this example is clear enough to show you some limitation of the sound modding.
I-Air Whip (SeN) (Difficult)
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II/-Sound effect impact (easy)
Important: SoR2 or SoR3 option se setting affect the adress of SeImp (and only SeImp!).
I've now understand what the setting define and here is the explanation.
This is the breakdown (featured in my table of course)
Mook Impact Set: (both setting)
Hero Impact Set: (SoR2 setting /SoR3 setting):
Shiva Impact Set: (both settings)
Main Impact Set: (both settings)
Unique Impact Set: (both settings)
Weird Impact Set: (both settings)
And that's all for SeImp. If you want an in depth data base for SeImp, download my table (sheet4 for a quick index of SeImp, use sheet5 playable character SeImp, use sheet7 for mook SeImp and Sheet8 for boss SeImp) but you already know everything you need to mod the SeImp of SoRRv5/v5.0a
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III-Sound Effect Voice: (Medium)
Most of them are very easy to mod and other are a bit tricky. I will speak in depth about what is tricky in the tutorial. First let start with SeV that are not being found or unused
Unused Adress: (according to chan1522 data file)
Unfound: (it used by the game for something according to chan1522 data file)
SeV are triggered each time your character do an attack (main string exclude) or die.
My table Sheet3 is the best thing to mod playable character sev so download it first and just make your mod by following the chart but be sure to double check the "green spoiler tag" of the tutorial (those can make your mods messy).
Death Type:
SoR1/2 Bosses use sev2. Always. (Shiva 2 Boss Included)
SoR3 Bosses use sev24. Always. (Shiva 3 Player and Shiva 2 Player Also).
Idea:
SoRRv5 Mooks use sev23. Always.
They are Truckers, Cody, Slash.
Idea:
Girls Mook/bosses use seblaze1. Always. (Blaze 3 Player, Elle Player, Rudra Player/Boss, Ash Player/Boss too).
Idea:
All others Mooks use a random set: sev1, sev2, sev12, sev13, sev22
Each time one of those guy dies, they pick one of those 5 sev randomly to be triggered.
Plus sev2 is already used for SoR1/2 Bosses. That's why it is tricky but here is my recommandation
Idea:
2 Specific Death sounds for Vehelits and Roo:
roo2 and vehelits2 .
Idea:
As seen with death type sev, sharing property is something that can be annoying, despite we can bypass limitation with creativity. Most sev are only used by one character and that's a very good thing. They are some exceptions though and I will go in depth here (death type have already been covered so just sum up).
I strongly recommand to modder to double check every green spoiler tag (they are tricky to mod!) when they have finish their sound data folder
Death Type: (Mook/Bosses)
One sev = one character: Piece of cake to mod! (use my table Sheet6)
this list mostly affect SoR1/2 Mooks and Bosses. If all the game was like that, no tutorial needed!
Just pick the digit you want for the mook you want! The main problem come from SoR3 Boss/Mook!
Not so Tricky:
Those are used by more than one character but it is still easy to mod as long as you go with the theme.
Tricky:
Those tends to be overused but without any theme linking theme! (except SoR3...)
Character Tricky:
Most Character (player) sev are only used by themself, just use my table (Sheet3), but beware of this list!
Bk3 vs SoR3:
Never forget that SoRR voice option affect some sev (and only SeV). Use my table (Sheet3/6) and all will be ok!
SoR3 setting is poorer than Bk3 setting. Ninja3 use a Yamato voice digit for "teleport" (asian theme) in Bk3 setting, while Ninja3 use the OverUsed sev37 voice digit for "teleport" (SoR3 theme) in SoR3 setting.
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IV-Sound Effect Noise: (Difficult)
This is the last chapter of the tutorial and it is the hardest se type to mod, but the most interesting too! First, SoRR option setting does not affect SeN. (SoRR Se Setting affect SeImp / SoR Voice Setting affect SeV). No trick on this!
Let's structure this.
Unfound: (but used by the game according to the data file)
Unused Adress: (according to the data file)
Generic SeN:
"Air Whip", as already said in the begining of the tutorial are the most overused SeN of the whole game. Here is an in depth breakdown of "Air Whip" for strike, move (dash, jump, roll) and weapon, plus the generic Knockdown sound effect (when a character "kiss" concrete!).
Now we've seen everything that is generic, let's go into the specific part of the faq (since this is what is really interesting to mod) but first remember this
Reminder: Sev+SeN+SeImp for the same character can be triggered all in the same time (no cut off).
That means if an attack feature both a SeV and SeN they will be both triggered even if it do not connect!
Gun/Machine Gun/Tommy Gun/Bazooka: (All you ever dream to know!)
SeN Funny to mod:
This list is very easy to mod!
Break Item SeN: (some trick here)
SeN: Sharing Property (Player/Mook/Boss)
GUI and Ambient: (For giving an identity to your mod or your stage)
Easy to Mod and No Conflict here! (Use my table Sheet2, or this breakdown)
Murphy: (All you ever dream to know!)
Few sharing property
The Most Tricky Sound Effect of The Game:
se40 is a generic "wood break" SeN (trolley, wood box etc, use my table sheet2) but it is also used as an SeImp for Max Pipe Blitz, and for the 1st and last hit of Skate2/3 Pipe Blitz!
Very hard to mod. Never mess with that!
Modding SoRRv5/v5.0a Sound:
All those sounds can't be triggered in SoRMaker, but they occurs in Vanilla. Not tricky to mod, and fun if you like playing the original game!
Maybe some of those sounds can be triggered in SoRMaker, please feedback if so!
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And that's all folks.
Now you can make some amazing Sound Modding for Ass Kicking Purpose!
First you need to know that it is complex and kind of limited since you can't change adress. The only thing you can do is change a sound effect by another.
That's why having a very good knowledge of the Sound Effect's adress is needed if you don't want your mod to be "messy". (My database will help you to get this knowledge).
Download : Click here to get it!
You need the free open source software "Open Office" to read it.
to mod: create a data folder under the path of the game.
C:\Program Files\SoRRv5\data
if the data folder is empty, SoRRv5 will play his default sound.
if the data folder contains wav file with the right name, it will have precedence and the game will trigger it.
Example: I put only one file in my data folder and I've named it "se33.wav"
The game will play normally, but each time an opponent will block my attack, I will hear my custom sound effect since se33.wav is the adress of the "block atk impact".
Simple no?
Let's start with the 3 types of Sound Effect that SoRR features:
- Sound Effect "noise" (SeN)
- Sound Effect "Voice" (SeV)
- Sound Effect "Impact" (SeImp)
This is very imporant to know about those 3 types to avoid overlay. If a sound effect voice is triggered by one character (playable or not), it will be cut off if another sev is triggered for that character, but not be cut off by another type of se (sen or seimp) for that character.
Example:
do with Axel: it will trigger "Gran Upper" SeV. If it connect, it will trigger SeImp for Grand Upper without cuting off the SeV. Both sounds will play normally, noone interfere with the other.
do X with Adam: it will trigger "Adam Attack" SeV twice "oulia!" x2. That means the first one will be cut off by the second one if the digit is too long. That's why in the AvP Mod, Adam says "Eat This!" and when you perform the blitz 3 he says "Eat Th-Eat This!"
I hope this example is clear enough to show you some limitation of the sound modding.
I-Air Whip (SeN) (Difficult)
- Spoiler:
- SeN are the hardest part to mod since it needs a tons of knowledge (my data base will help you to figure out how the sen will impact the game audio). This faq will help you to make a good usage of the database (I will go in depth about SeN at the end of the tutorial)
Let speak about something important "air whip" (SeN):
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Air Whip
========
I will not go in-depht about air whip here, but this is what you need to know.
Air whip occurs almost everytime while playing. Each time you use your main string
your rear attack, your roll, a "held from the back kick", or throw a weapon, it is triggered.
Most of the time it is se1. Max, uses se58 (this is what confused me first).
Galsia, Galvice and many other mooks use se50.
Elle uses electra1 for obvious reason while using her whip.
Every time you see a blank in "se column" of my Sheet3 Chart , it means either there is no sound triggered or this is a air whip (probably se1)
While performing some blitz or rear attack in which your character jump or dash, it
will often trigger the jumping/landing se (se2/se30) or dashing se (character specific)
but not for every moves.
Customizing Air Whip se1/se50 and Jumping/Landing se2/se30 affects a lots; and I mean
A LOTS of events in the game, and that's why I will not go any further in this cluster.
I strongly recommand to not mod those 4 SeN!
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II/-Sound effect impact (easy)
- Spoiler:
- They are very easy to mod if you follow one rule!. SeImp are triggered each time an attack connect (see my table sheet4 for a quick index of SeImp, use sheet5/7/8 for an in depth data base). That means if you do with axel2, it will trigger se1 (air whip) and the very moment it connect, it will trigger the SeImp (se59 in this case). If the attack do not connect, no SeImp is triggered. Simple no?
The other thing to know is musicality. This is how a string is mainly based, from high pitched to bass.
If you are not musician, here is a notation for you, for easy use- Light (high pitch : for weak attack mostly, string starter)
- Strong (medium pitch : for strong attack mostly, the middle of the string)
- Fierce (bass : for fierce attack mostly like combo ender)
- EX (special sound : for devastating attack such as blitz or special or knockdown or... you know!)
- Break Item (special sound : for breaking container or combo ender or blitz or... you know!)
Example:
Axel 2 String:
if it connect fully (no blocking)
se59, se59, se60, se61, seg4
light, light, strong, fierce, break item (yes he use the break item imp sound in his chain!)
They are 6 sets of impact (simplification to structure). I've named them like this:- Mook Impact Set (use by many and mostly by ennemy atk imp)
- Hero Impact Set (use by many and mostly by hero atk imp)
- Shiva Impact Set (use mostly by this guy atk imp you know!)
- Main Impact Set (weapon, break item, but also used for regular atk imp)
- Weird Impact Set (flame atk imp, Electricity atk imp and such)
- Unique Impact Set (One sound for One specific Attack in the whole game!)
Let's divide them in two parts: The Red and The Blue
Mook Impact Set / Hero Impact Set / Shiva Impact Set / Main Impact Set
Weird Impact Set / Unique Impact Set
The rule is: Mod all the red sets or don't mod them at all!
You need a full impact set. (Street Fighter II set or King of Fighter 94 set or Final Fight set, you get the idea!).
Why do I say that? Because Red SeImp Sets make chains (and lots of characters use a mix of those 4 sets in their chains like showed previously with the axel2 main string example).
"pom pom pa pack!" It is like drum, and if you just mod one sound, it will break the flow, and it sucks (all the harmony is ruined! Like a noisy artefact!).
IMHO, do not remove pure black in a layer create blur and it sucks if not used on purpose.
IMHO, do not use full set of seimp create cacophony and it sucks if not used on purpose.
It is not the case for seimp that are part of the Blue Sets (like electricity atk impact, block atk impact, or flame atk impact) which are never part of a sequence. Those seimp are just triggered when one of those attack connect. In the case of blocking, the harmony is purposely break to tell you that you've just been fucked! (since blocking exist in BTU/Fighting game!) . - Light (high pitch : for weak attack mostly, string starter)
Important: SoR2 or SoR3 option se setting affect the adress of SeImp (and only SeImp!).
I've now understand what the setting define and here is the explanation.
- Spoiler:
- ==========
SE Impacts
==========
- SoR2/SoR3 Setting define impacts se but not all of them.
Only light, strong, fierce from the Hero Sets and break item impact.
If you use SoR3 se, light is seg1, strong seg2, fierce seg3 and break item seg3
If you use SoR2 se, light is se59, strong se60, fierce se61 and break item seg4
Yeah, SoR3 setting is poorer than SoR2,you lose variety since fierce and break item
are the same digit.
Axel2 String if you use SoR3 Setting:
light, light, strong, fierce, break item
seg1, seg1, seg2, seg3, seg3
- Breaking item impact rule:
If you use SoR2 Setting, whatever the character you use, whatever the move you use,
it's always seg4 -break item impact- which will be triggered when you destroy a container (box, hazard lamp, phone booth, egg etc). And what if it's a mook or a boss who do so?
Exactly the same, whatever the mook/boss, whatever the attack he uses for breaking a container,
it's always seg4 (break item impact) which will be triggered.
If you use SoR3 Settings, the rule is the same except it is seg3 which become the
break item impact.
All the others Se Impact is used whatever the setting you choose.
This is the breakdown (featured in my table of course)
Mook Impact Set: (both setting)
- Spoiler:
- se54 light
se37 fierce
Example: Donovan 2: (both setting)
Jab: se54
Uppercut: se37
Hero Impact Set: (SoR2 setting /SoR3 setting):
- Spoiler:
- se59/seg1 Light
se60/seg2 Strong
se61/seg3 Fierce
se53/se53 Ex
Shiva Impact Set: (both settings)
- Spoiler:
- seg4 Light (seg3 in SoR3 type)
seg7 Strong
seg6 Fierce
seg9 Ex
Main Impact Set: (both settings)
- Spoiler:
- (red are used for some bare handed chain attack too! that why they are part of the Red Set!)
se16 stab/slash/bullet/shuriken
seg5 bat/pipe
se6 toss x onto y (for some jump atk too)
se12 vanishng object/bullet collision
seg4 break item
Unique Impact Set: (both settings)
- Spoiler:
- se64 Final Crash Impact!
se65 Skate 2 Off Special Impact!
se69 Abadede Special Impact!
se74 Particle Morning Star Impact!
Weird Impact Set: (both settings)
- Spoiler:
- se4 Flame atk Imp
se13 Electricity atk Imp
se14 Whip atk Imp
se33 Blocking atk Imp
se36b Light Saber atk Imp
se80 Magic atk Explosion Imp (Elle Magic!)
And that's all for SeImp. If you want an in depth data base for SeImp, download my table (sheet4 for a quick index of SeImp, use sheet5 playable character SeImp, use sheet7 for mook SeImp and Sheet8 for boss SeImp) but you already know everything you need to mod the SeImp of SoRRv5/v5.0a
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III-Sound Effect Voice: (Medium)
Most of them are very easy to mod and other are a bit tricky. I will speak in depth about what is tricky in the tutorial. First let start with SeV that are not being found or unused
Unused Adress: (according to chan1522 data file)
- Spoiler:
- sev 8 / sev14 to sev16 / sev28 / sev32
Unfound: (it used by the game for something according to chan1522 data file)
- Spoiler:
- sev18 / semax2 / seaxel3 / sor2_skate2
SeV are triggered each time your character do an attack (main string exclude) or die.
My table Sheet3 is the best thing to mod playable character sev so download it first and just make your mod by following the chart but be sure to double check the "green spoiler tag" of the tutorial (those can make your mods messy).
Death Type:
SoR1/2 Bosses use sev2. Always. (Shiva 2 Boss Included)
SoR3 Bosses use sev24. Always. (Shiva 3 Player and Shiva 2 Player Also).
Idea:
- Spoiler:
- In the AvP mod, I modded sev24 with a predator death sound. That means if the player pick shiva2/3 and die, he will hear the predator dying. If the player kill the mad predator, he will hear the predator dying too (because Mad Predator was Shiva 3 boss!)
It would have not work if Mad Predator was Shiva 2 Boss since he use sev2 which is used by Zamza, Thouzer and Barbon which are not Predator in this mod)
It would have not work if the mod feature any other SoR3 Boss than Shiva 3 Boss
SoRRv5 Mooks use sev23. Always.
They are Truckers, Cody, Slash.
Idea:
- Spoiler:
- As AvP mod don't use those 3 mooks, I mod sev23 with a special sound and use Cody in the elevator credit staff roll. So when he dies at the very begining of the elevator, instead of hearing him yell to death, the sound effect was triggered.
Girls Mook/bosses use seblaze1. Always. (Blaze 3 Player, Elle Player, Rudra Player/Boss, Ash Player/Boss too).
Idea:
- Spoiler:
- If you mod Blaze 3 or Rudra Player/Bosses, I strongly recommand to not mod her death sound. If you do so (let say Linn Kurosawa Death Sound) that mean you will hear Linn everytime a girl (let say soozie) die. If you want to fully mod Rudra or Blaze 3, your mod should not feature any girl as mook/boss (very restrictive). seblaze1 is a "generic death sound" not a character specific death sound, IMHO.
Elle case: Elle use seblaze1 for dying, and sev20 for attacking. "Hey!" (judo babe sor1, electra 2 also). Her sev can't be mod into a "specific character" IMHO. She use only "generic sev".
All others Mooks use a random set: sev1, sev2, sev12, sev13, sev22
Each time one of those guy dies, they pick one of those 5 sev randomly to be triggered.
Plus sev2 is already used for SoR1/2 Bosses. That's why it is tricky but here is my recommandation
Idea:
- Spoiler:
- Mod the pack of 5, while keeping the most painfully and bass death sound for sev2.
Mod sev1,12,13,22 and let sev2 as it is. (this is what I did for AvP mod).
2 Specific Death sounds for Vehelits and Roo:
roo2 and vehelits2 .
Idea:
- Spoiler:
- roo2 is used by roo player/mook. Just keep this in mind.
I've modded vehelits fully as an alien since his whole set is only used by him (death include)
As seen with death type sev, sharing property is something that can be annoying, despite we can bypass limitation with creativity. Most sev are only used by one character and that's a very good thing. They are some exceptions though and I will go in depth here (death type have already been covered so just sum up).
I strongly recommand to modder to double check every green spoiler tag (they are tricky to mod!) when they have finish their sound data folder
Death Type: (Mook/Bosses)
- Spoiler:
- sev1, sev2, sev12, sev13, sev22, sev23, sev24, seblaze1
One sev = one character: Piece of cake to mod! (use my table Sheet6)
this list mostly affect SoR1/2 Mooks and Bosses. If all the game was like that, no tutorial needed!
Just pick the digit you want for the mook you want! The main problem come from SoR3 Boss/Mook!
- Spoiler:
You can mod this to your heart content, no sharing property!
sev4 to sev11 / sev17 / sev19 /
sev21 / sev25 / sev26 / sev27 / sev29 /
sev34 / sev35 / sev39
sev40 / sev41 / sev42 / sev43 / sev44 / sev45 / sev46 / sev47
Not so Tricky:
Those are used by more than one character but it is still easy to mod as long as you go with the theme.
- Spoiler:
sev3: used only by signal 1/2 (toss). Feel free to mod this! (punk theme)
sev20: Nora, Judo babe, Electra 2 and Elle (jump kick "Hey!") . Just stay generic (girl theme).
sev30: used by Shiva 2 Boss, Shiva2 Player, and Shiva 3 Player ("Oulia!") Easy to mod! (shiva player theme)
sev31: used by Shiva 3 Boss and Tiger ("whaya!") Easy to mod too! (asian ennemy theme)
sev33: used by Shiva 3 Boss and Tiger ("Whoo!") Easy to mod too! (asian ennemy theme)
sev38: used by P1, seeker, Particule and Neo X (hop!) Easy to mode too! (robot theme)
Tricky:
Those tends to be overused but without any theme linking theme! (except SoR3...)
- Spoiler:
- sev36: used by Galsia 3, Galvice, Bronze (and such), but also Ninja 3.
It is tricky since you are pretty much stuck. You have to stay bland (Galsia is a punk, Bronze is a mafiosi, and Ninja 3 is a fuckin Ninja, what is the common point? SoR3...)
sev37: used by signal 3, donovan 3, galsia 3, slum, vice, ninjo, ninja 3, jet 3 and Shiva 3 Boss and Shiva 3 Player.
it is even more tricky, I mean this sound is triggered by "almost" every character that come from SoR3 lol whatever they are Bosses or Mook, or Playable character or Punk, or Ninja or Jet or... LOOOL.
That sucks, I never mod this one with a voice digit, it is so generic and overused that it is better to just let it as bland as it is.
Character Tricky:
Most Character (player) sev are only used by themself, just use my table (Sheet3), but beware of this list!
- Spoiler:
seblaze6: It is used by blaze2, blaze3, rudra (player), rudra (player/boss), ash (player/boss) and soozie.
It is not that tricky to mod (if we forget about ash player!) because they are all girl.
This is a "Ah!" pretty generic, so just don't pick a too specific sound. I used a "ah" with bass pitch from
Linn Kurosawa to mod seblaze6 and it was pretty cool.
seblaze7: It is used by blaze1, blaze2, blaze3 and ash (player).
IMHO, just forget about ash, and mod seblaze7 for blaze. Why?
Ash Player: Ash use seblaze1 for dying, and seblaze7, seblaze6 for attacking. Like Elle, he can't be mod into a neither a "specific character" nor a "boy" (laugh exclude)
sev20: Elle use it but that sound as been designed for mook (Electra 2, Nora, Judo babe) so I think you should mod sev20 regarding the girl mook more than regarding Elle.
Shiva Case:
sev30: used by Shiva 2 Boss, Shiva2 Player, and Shiva 3 Player ("Oulia!") Easy to mod! (shiva player theme)
sev31: used by Shiva 3 Boss and Tiger ("whaya!") Easy to mod too! (asian ennemy theme)
sev33: used by Shiva 3 Boss and Tiger ("Whoo!") Easy to mod too! (asian ennemy theme)
sev37: used by signal 3, donovan 3, galsia 3, slum, vice, ninjo, ninja 3, jet 3 and Shiva 3 Boss and Shiva 3 Player.
it is even more tricky, I mean this sound is triggered by "almost" every character that come from SoR3 lol whatever they are Bosses or Mook, or Playable character or Punk, or Ninja or Jet or... LOOOL.
That sucks, I never mod this one by a voice digit, it is so generic and overused that it is better to just let it as bland as it is.
Bk3 vs SoR3:
Never forget that SoRR voice option affect some sev (and only SeV). Use my table (Sheet3/6) and all will be ok!
SoR3 setting is poorer than Bk3 setting. Ninja3 use a Yamato voice digit for "teleport" (asian theme) in Bk3 setting, while Ninja3 use the OverUsed sev37 voice digit for "teleport" (SoR3 theme) in SoR3 setting.
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IV-Sound Effect Noise: (Difficult)
This is the last chapter of the tutorial and it is the hardest se type to mod, but the most interesting too! First, SoRR option setting does not affect SeN. (SoRR Se Setting affect SeImp / SoR Voice Setting affect SeV). No trick on this!
Let's structure this.
Unfound: (but used by the game according to the data file)
- Spoiler:
- se39 / se57 / se87 / compuerta / sor1_hit / step_ / step_6 / vball
Unused Adress: (according to the data file)
- Spoiler:
- se66 / se67
Generic SeN:
"Air Whip", as already said in the begining of the tutorial are the most overused SeN of the whole game. Here is an in depth breakdown of "Air Whip" for strike, move (dash, jump, roll) and weapon, plus the generic Knockdown sound effect (when a character "kiss" concrete!).
- Spoiler:
se1: this one is overused. string starter for most character, roll, stab (knife,kunai,bottle), rear attack and throw weapon. It apply to hold kick too (Kick while being held from the back).
se2: this one is mostly used for jumping. It include some blitz/special that involve a jumping animation too.
se11: this one is air whip for swing (bat/pipe/plank). Used for some blitz/special with those weapons too.
se23: run on a conveyer belt
se30: this one is mostly used for landing from a jump. It include some blitz/special that involve a jumping animation too.
se36: this one is air whip for slash (katana). Used for some blitz/special with Katana too. For lots of Yamato Attack and of course Thouzer! (OverUsed!)
se36a: this one is air whip for slash (light saber).
se45: knockdown sound effect. When some one (player/mook/boss) is knock to the floor!
se50: this one is mostly used for mook light attack air whip (punch etc).
step0: run: main
step5: run: water (find in waterfall of original game, don't know if usable in SoRMaker)
se58: this is the basic air whip for Max (more bass in it).
electra1: this is the basic air whip for Elle (since she use her whip!)
Now we've seen everything that is generic, let's go into the specific part of the faq (since this is what is really interesting to mod) but first remember this
Reminder: Sev+SeN+SeImp for the same character can be triggered all in the same time (no cut off).
That means if an attack feature both a SeV and SeN they will be both triggered even if it do not connect!
Gun/Machine Gun/Tommy Gun/Bazooka: (All you ever dream to know!)
- Spoiler:
===================
Gun and Machine Gun
===================
se3: "The Shot" it is both used for the gun shoot (pick up or Bronze Mook) and the machine gun shoot (pick up or Slash mook). That means your digit have to be a single bullet (not a burst) or it will overlay badly. Try to not pick a "magnum" gun shot except if your mod only feature gun (and not machine gun/slash).
se44: "Shell Ejected" it is both used for the gun shoot and the machine gun shoot and the Tommy Gun Shoot. That means your digit have to be a single shell (not several) or it will overlay badly.
se12: "Vaninshing object" it is a part of the gun shot sequence which is like this:
==================
Gun Shoot Sequence
==================
1/ bullet shoot se is triggered (se3)
2/ bullet shell ejected (se44)
then either
3/ Vanishing item collision sound is triggered (se12)
or
4/ bullet impact (SeImp) is triggered (se16, used for stab/slash/bullet/shuriken impact and regular atkimpact too. OverUsed!)
===================
Tommy Gun
===================
It use se16 (SeImp) when it connect and the shell ejected (SeN) se44.
mrx: it is used by both Mr X (Boss/Player) for shooting with his Tommy Gun (Off Special and Def Special). It is a burst (one in the off special, several in the def special). Plus it is used by Murphy Helicopter assist (Gatling) and Murphy Automatic RPG assist (Player 2).
Be sure to mod this with a burst sound effect (and not a single shot) which is small enough (lenght) to not make the Def Special sound weird. I used Pulse Rifle burst for the AvP mod.
===================
Bazooka
===================
se32: is the sound for shooting a rocket (it is also used by Murphy Car Police Assist Player 1).
se52: is the "explosion 2". The light one that it is trigger when you destroy a seeker or an "Egg". It occurs also when Robo X dies or when Particle dies (not when he overheat!)
SeN Funny to mod:
This list is very easy to mod!
- Spoiler:
- se7: it is laser shot (P1, Particule) easy to mod
se8: it is Nora 1 whip atk "air whip".
se19: it is only used by Blaze1/2/3 Def Special. That's why you can change it into a voice digit if you want (I used the "KoeiKyaku" voice digit while modding Blaze1/2/3 into Linn Kurosawa for example).
se20: it is a special sound effect that occurs only when Jack 2 or Slash pull out their knife with the stylish animation. Very fun to mod (especially if you only use one of them in your mod since you can use a Voice Digit in this case!)
se49: it is "explosion 1". The loud one. The one that is trigger when P1 or Particle Overheat, or when you use "explosion" in SoRMaker (like the one for the elevator staff roll) or grenade/motor bike explode.
se51: Bike Ride!
se73: alarm auto destruction part 1! (Particle)
se79: alarm auto destruction part 2! (Particle and P1!) (I've modded it with "OverHeat" Sound in the AvP Mod!)
seg8: Haku Oh 1 / Hakuyoh 2 Palm Wave SeN (only used for this attack!)
Break Item SeN: (some trick here)
- Spoiler:
- se15: it's "glass break" sound effect. It is used for "glass container" (use my table2) but also for dropping a bottle or breaking a bottle. (no real trick here)
se34: it is used for "plastic container break" (Hazard Lamp / use my table sheet2) but also for Ninja 2 after throwing shuriken. That is messy!
se40: it's "wood break" sound effect. It is used for "wood container" (use my table sheet2) but also used as an SeImp for Max and Skate Blitz Pipe attack (Never Mess With This!!)
se48: it's "metal break" sound effect. It is used for "metal container" (use my table sheet2) no trick here.
se52: it is "explosion 2". It is the light one that occurs when you destroy egg, but also when seeker dies (use my table sheet2 for in depth)
se53: it is "sandbag break" sound effect. It is used when the "sandbag" is breaked (use my table sheet2). No trick here!
se70: it is "egg break" sound effect. It is used when the "egg" is breaked (use my table sheet2). It is not the explosion just the breaking sound (I modded it in the AvP mod with a sloppy alien egg squishy sound).
se72: it is "pylon break" sound effect. It is used when the "pylon" is breaked (use my table sheet2). No trick here.
SeN: Sharing Property (Player/Mook/Boss)
- Spoiler:
- se5: it is used when a mook loot an item or when Ninja 2 throw shuriken (don't mess with this!)
se17: it is used for Axel1/2/3 Def Special and Off Special, and Shiva2/3 Player Off Special. I think this is moddable with a good creativity. Just be sure it work for both attack.
se18: it is used for Max Def Special and Bongo2/3 Rolling Attack. Very hard to mod to match both attack. Don't Mess with it!
se21: this one is tricky. It is used for all slide (Max / all Signal) but also Shiva2/3 player/Boss dash. Don't mod it with voice digit or you gonna be screwed!
se22: it is a special sound effect that occurs when skate 2/3 def special, but also when skate2 dash (roller) but not skate 3! Used also when Yamato dash. Like se21 don't use voice digit here.
se28: it is a se for reactor sound (Particle, Jet2, Jet3, Rocket) but also used for Shiva2/3 Player Blitz 3*! (don't mess with it!)
se29: it is the "flaming rush" sound effect (Bongo1/2/3, Rudra Magic, Yamato Flame Intro) but it is also used for Robo X Rocket Launcher. Beware!
se34: it is used for plastic container break (use my table sheet2) but also for Ninja 2 after throwing shuriken. That is messy!
se55: it is used for "cyber dash". Zan and P-1 using it when dashing. Not that hard to mod.
se68: murphy's rocket landing! (Player 1) but also Bongo2/3 drop off intro, and when Lights fall from the roof!
roo3: is used for many SeN attacks of roo (involving weapon or not) and as an SeN for Elle Knife blitz, and Rudra Katana Blitz/Special. Be cautious!
GUI and Ambient: (For giving an identity to your mod or your stage)
Easy to Mod and No Conflict here! (Use my table Sheet2, or this breakdown)
- Spoiler:
se9: it is 1Up (score based or pick up)
se10: it is point (pick up) or extra * (score based)
se24 and se25: GUI (use my table)
se26: GUI (cancel) but also "Flashing Go ->"
se27: elevator stop (you can mute it if you want your credit to be silent!)
se31: GUI (Time Over) you can do something very nasty with that!
se35: Rain Start...
se38: Clear Stage Point se!
se41: elevator start (you can mute it if you want your credit to be silent!)
se46: player/mook food pick up or when a mook pick up point item
se56: ambient: Lighting start...
se62: GUI (Pause Game)
se71: pick up: police item!
se81: danger: Press/Crusher! (That big thing that can crush your face if you stay under it in Route SoR1 stage6!)
se83: lightning machine (Dr Damn machine/Rooftop Laser that track you!)
se88: Bip introducting dialogue box! (I mod it with a "jammed" sound effect in the AvP Mod!)
gato: cat in trash bean
viento: ambient: wind (sormaker option)
Murphy: (All you ever dream to know!)
Few sharing property
- Spoiler:
- se32: rocket incoming! (Player 1) (used for Bazooka shoot too!)
se42: helicopter incoming!
se68: rocket landing! (Player 1) but also Bongo2/3 drop off intro, and when Lights fall from the roof!
se75: car's incoming/leaving!
se76: car's brake!
se77: automatic rpg landing! (Player 2)
se78: rocket impact! (Player 1) (not sure if it is used for Bazooka too!)
mrx: automatic rpg (Player 2) also used for Mr X Tommy Gun!
mrx: helicopter gatling also used for Mr X Tommy Gun!
The Most Tricky Sound Effect of The Game:
se40 is a generic "wood break" SeN (trolley, wood box etc, use my table sheet2) but it is also used as an SeImp for Max Pipe Blitz, and for the 1st and last hit of Skate2/3 Pipe Blitz!
Very hard to mod. Never mess with that!
Modding SoRRv5/v5.0a Sound:
All those sounds can't be triggered in SoRMaker, but they occurs in Vanilla. Not tricky to mod, and fun if you like playing the original game!
Maybe some of those sounds can be triggered in SoRMaker, please feedback if so!
- Spoiler:
se43: mechanical raildoor (SoR1 Route)
se47: ambient: Arena's Audience (SoR2 Route)
se82: danger: electric roof/floor (Bonus Room Route SoR3 stage 6?)
se84: bulldozer/boat incoming! (Route SoR3 for example)
se85: Japanese Geisha crying! (Route SoRR stage1)
se86: landing into water! (Route SoR2 stage 6 for example)
se89: SoR2 Lift start (Route SoR2 stage 7) It is not the one in SoRMaker
se90: SoR2 lift stop (Route SoR2 stage 7) It is not the one in SoRMaker
alien1: ending8
alien2: ending8
alien3: ending8
alien4: ending8
ambient1: deep forest
ambient4: twins 3 cutscene (SoRR Route)
ambient5: train: on the train / in the train
ambient8: wave: island beach (SoR2 Route)
ambient10: fire: bar second floor (SoR2 Route, Barbon Bar)
ambient12: alarm: escape (SoR2 Route hidden path)
ash: ash intro (Boss / club stage)
cadena: jack chain jet ski
firework: ambient : firework (amusement park)
helicoptero1: cutscene helicopter crash
helicoptero2: door open/close helicopter
helicoptero3: door open helicopter
pajaros: jungle bridge birds
puerta: R.Bear break door intro (SoR2 Route stage 5)
rudra1: Ending 7
rudra2: Ending 7
rudra3: Ending 7
siren: Ending2&5
tortugas: manhole SoR2 Route (stage1-1)
tren: train danger barrier
truck: ambient : truck SoR2 Route (stage2-2)
================================================================
================================================================
And that's all folks.
Now you can make some amazing Sound Modding for Ass Kicking Purpose!
Last edited by BigDarsh on Sun Feb 23, 2014 11:59 am; edited 11 times in total
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"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-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Sound Effect Modding Tutorial
This is a nice guide. Glad someone stepped into making it properly.
The one I made for my Double Dragon II mod was basically trial and error, and yes, for example, Cody is Williams in my mod, so I gave him the special death scream that only Williams has in DDII (something like WAAAAP!), I think wasn't a problem that this effect affected the Trucker since he's roleplaying Right Hand, and Right Hand never had a specific death scream in DDII for NES.
My gripe was that the other enemy characters were randomized in voices, the death screams of Roper, O'Hara, Chin Taimei and Burnov were randomized among my enemies... I put the Burnov death scream as sev2 since fits well for big boss enemies (like the Bongos roleplaying Burnov or the R.Bear in the role of Abore).
The lulz part was about my Ash, whose girlie laugh was changed into a grunt of Abobo, but his death scream was DD1's Linda, lol!
I tried to put most of the DD1 and 2 effects in the mod, some sounds were still missing but guess it was deep enough to make one.
Actually... it is possible to get a sound data for my Rushing Beat mod? Or possible to get the whole SE collection? I could arrange the sounds myself, you know, just for completion purposes.
The one I made for my Double Dragon II mod was basically trial and error, and yes, for example, Cody is Williams in my mod, so I gave him the special death scream that only Williams has in DDII (something like WAAAAP!), I think wasn't a problem that this effect affected the Trucker since he's roleplaying Right Hand, and Right Hand never had a specific death scream in DDII for NES.
My gripe was that the other enemy characters were randomized in voices, the death screams of Roper, O'Hara, Chin Taimei and Burnov were randomized among my enemies... I put the Burnov death scream as sev2 since fits well for big boss enemies (like the Bongos roleplaying Burnov or the R.Bear in the role of Abore).
The lulz part was about my Ash, whose girlie laugh was changed into a grunt of Abobo, but his death scream was DD1's Linda, lol!
I tried to put most of the DD1 and 2 effects in the mod, some sounds were still missing but guess it was deep enough to make one.
Actually... it is possible to get a sound data for my Rushing Beat mod? Or possible to get the whole SE collection? I could arrange the sounds myself, you know, just for completion purposes.
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Sound Effect Modding Tutorial
Yeah lol, Ash use seblaze1 (generic girl death too) but I like the Abobo custom laugh you've made! XD
For your question, I'm not sure if I have understand it well, do you want the SoRRv5 sound data chart for upgrading your rushing beat mod or do you want the sound effect (wav files) of rushing beat (original game)?
If you want the SoRRv5 table, I'm currently cleaning it to make it easy of use, (uploading tonight) if you want the rushing beat wav files collection, I think you have to rip it with something (I don't know if zsens can do that, i know kawaks and gens can...)
Off topic: I'm currently splitting Adam Story pack in several file due to anonfiles size limitation. It will take time to upload but I will do it (I hope it will be done in few hours).
For your question, I'm not sure if I have understand it well, do you want the SoRRv5 sound data chart for upgrading your rushing beat mod or do you want the sound effect (wav files) of rushing beat (original game)?
If you want the SoRRv5 table, I'm currently cleaning it to make it easy of use, (uploading tonight) if you want the rushing beat wav files collection, I think you have to rip it with something (I don't know if zsens can do that, i know kawaks and gens can...)
Off topic: I'm currently splitting Adam Story pack in several file due to anonfiles size limitation. It will take time to upload but I will do it (I hope it will be done in few hours).
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"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-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Sound Effect Modding Tutorial
Well, if you can do the data file, would be incredible (and definitely you'd be credited if you do).
Thanks a lot for the uploads, BTW.
Thanks a lot for the uploads, BTW.
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Sound Effect Modding Tutorial
I've upload the chart on my skydrive
https://onedrive.live.com/?gologin=1&mkt=fr-FR&#cid=2F2933F59569E458&id=2F2933F59569E458!161
To read the data, you need openoffice (free source, I hate microsoft :p ).
Sheet1: Global Index (SeN / SeImp / SeV)
One Sound Name => One Event
The blue lines are unidentified se (used by the game according to the data file)
The red lines are adress not used by the game (according to the data file)
The yellow line is a sound effect that make the game crash!
Sheet2: Quick Index per theme
It will help modder. All sen link to the GUI, all sen link to "Murphy", all sen link to "gun" etc etc
Sheet3: Playable character data base (SeN and SeV)
Sheet4: Quick Index SeImp (SeImp)
Sheet5: In depth Se Imp flow chart for Playable Characters
Sheet6: Mook and boss data base (Sev)
Sheet7: In depth SeImp flow chart for Mooks
Sheet8: In depth SeImp flow char for Bosses
Sheet9: In depth data base for Mook and Bosses (SeN)
https://onedrive.live.com/?gologin=1&mkt=fr-FR&#cid=2F2933F59569E458&id=2F2933F59569E458!161
To read the data, you need openoffice (free source, I hate microsoft :p ).
Sheet1: Global Index (SeN / SeImp / SeV)
One Sound Name => One Event
The blue lines are unidentified se (used by the game according to the data file)
The red lines are adress not used by the game (according to the data file)
The yellow line is a sound effect that make the game crash!
Sheet2: Quick Index per theme
It will help modder. All sen link to the GUI, all sen link to "Murphy", all sen link to "gun" etc etc
Sheet3: Playable character data base (SeN and SeV)
Sheet4: Quick Index SeImp (SeImp)
Sheet5: In depth Se Imp flow chart for Playable Characters
Sheet6: Mook and boss data base (Sev)
Sheet7: In depth SeImp flow chart for Mooks
Sheet8: In depth SeImp flow char for Bosses
Sheet9: In depth data base for Mook and Bosses (SeN)
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"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-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Sound Effect Modding Tutorial
Sorry for double Posting, it is just to announce that this tutorial is Finish!
(Still have to work on the other one about battle design).
Feedback would be very much appreciated if:
Thank you.
(Still have to work on the other one about battle design).
Feedback would be very much appreciated if:
- You found a sound adress referred as "unfound" in the data base or in the "tutorial"
- You found a sound in the "Modding SoRRv5/5.0 Vanilla game" that can be triggered in SoRMaker.
Thank you.
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"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-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Sound Effect Modding Tutorial
Awesome! Very detailed and anyone could make good use of it.
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Sound Effect Modding Tutorial
Hi, BigDarsh, I need your help, how much is the biker's heavy attack impact, his name is storm
6566328- Signal
- Posts : 111
Join date : 2013-02-02
Re: Sound Effect Modding Tutorial
Almost all se impact are generic, which mean storm heavy attack impact is used by a lot of characters (mostly mook and bosses in this case though)
Table sheet 7 is the mook attack impact set
According to my data base, the Straight Punch of Storm is Seg9 which is very famous for Antonio Signature move: Side Kick!
Is also famous in SoRR for Ninja SoR2 jumping punch
Hope this help
Table sheet 7 is the mook attack impact set
According to my data base, the Straight Punch of Storm is Seg9 which is very famous for Antonio Signature move: Side Kick!
Is also famous in SoRR for Ninja SoR2 jumping punch
Hope this help
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"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-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Sound Effect Modding Tutorial
Thx, because my English is very poor, so..... Thanks to your helpBigDarsh wrote:Almost all se impact are generic, which mean storm heavy attack impact is used by a lot of characters (mostly mook and bosses in this case though)
Table sheet 7 is the mook attack impact set
According to my data base, the Straight Punch of Storm is Seg9 which is very famous for Antonio Signature move: Side Kick!
Is also famous in SoRR for Ninja SoR2 jumping punch
Hope this help
6566328- Signal
- Posts : 111
Join date : 2013-02-02
Re: Sound Effect Modding Tutorial
I came again, Shiva def special, no sound, has its address?
6566328- Signal
- Posts : 111
Join date : 2013-02-02
Re: Sound Effect Modding Tutorial
I was wondering if someone could help me. I'm looking for a particular sound effect and just dont know the right places to look. I'm looking for Sound effects from the Castlevania Dracula X game for the SNES. Its actually Dracula's Laugh that I'm looking for. I cant even record it because theres no sound test in the game as far as I know and obviously I dont want to record the laugh during the final battle because it will also include the music and background noises with it. This video will help people know the laugh I'm looking for. Even if it's not the exact laugh but something very similar, that would be great. Thanks!
https://www.youtube.com/watch?v=O9FX95aFyr4
https://www.youtube.com/watch?v=O9FX95aFyr4
weealls- Galsia
- Posts : 16
Join date : 2014-05-26
Location : Scotland
Re: Sound Effect Modding Tutorial
I think we've moved to v5.2 edition.
Zhinkairi- Galsia
- Posts : 39
Join date : 2015-06-29
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