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Author Topic: Un-finished projects  (Read 37221 times)
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Magathery
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« Reply #60 on: September 13, 2010, 04:26:10 PM »

Just had a quick google, I think it goes a bit like this...

Description
Plays a selected .wav file locally (which is to say, only the user will hear it through their client). To find a .wav file to play, you will need to have a GCF explorer such as GCFScape [2]. With this you can find the path and the sound file you wish to play, and reference it via the console (or scripting).
You can also add your own .wav files to C:\Program Files\Steam\steamapps\USERNAME\team fortress 2\tf\sound\. (See Custom .wav files below.)
Syntax
play <path><sound_file_name.wav>
Example
play vo/demoman_specialcompleted11.wav
Arguments
None
Custom .wav files
Adding your own .wav files is as simple as dropping them in your C:\Program Files\Steam\steamapps\USERNAME\team fortress 2\tf\sound\ folder. This folder represents the root of the .wav file's path. For example, if you drop a single .wav file called soldier.wav into that folder, then you can play it by using the following command:

play soldier.wav
If you drop a .wav file into a subdirectory of that folder, then you need to preface the filename with the name of that subdirectory. For example, if you drop Soldier.wav into C:\Program Files\Steam\steamapps\USERNAME\team fortress 2\tf\sound\classes\ then you can play it using the following command:

classes/soldier.wav


I'll have a more thorough read and see how it goes.
« Last Edit: September 13, 2010, 04:27:42 PM by Magathery » Logged



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« Reply #61 on: September 13, 2010, 04:43:35 PM »

Yes, the idea is about the following:

You get GCFScape (http://google.com/search?q=gcfscape ) and open up the team fortress content GCF in <Steam>\steamapps.
You go look for the announcer .wav files, noting down where in the directory structure they are. (<GCF>\tf\sound\vo\ ).
You put your replacement announcer wav files in the exact same directory in your TF installation in <Steam>\steamapps\<user>\team fortress 2\ taking care that the files have the same name. (e.g. announcer_something.wav)
Now fire up TF2 and see if it works!
« Last Edit: September 13, 2010, 04:46:36 PM by r007 » Logged


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Magathery
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« Reply #62 on: September 13, 2010, 04:50:56 PM »

Thanks fella. No joy yet, I'm probably doing something wrong. I'll keep tinkering.
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« Reply #63 on: September 13, 2010, 05:02:43 PM »

Ok, a tad fustrating now.

Had a look at the path with GFCscape. It should be...

...\tf\sound\vo


So far I still have scary lady playing. And I've also realised that there is no reverb on any of my recordings Sad
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« Reply #64 on: September 13, 2010, 05:20:43 PM »

Maybe you are joining the WDG server which doesn't have the replacement sounds whitelisted?

Does it work on a local game?
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Magathery
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« Reply #65 on: September 13, 2010, 05:22:46 PM »

So far I've only been trying it out on local games against the bots. I'm not sure if this will conflict with the pure settings. But given that if I load up a game with the train in it, I get the Ripsaw express.
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« Reply #66 on: September 13, 2010, 08:29:03 PM »

Hmmm. The sound files may still be in a wrong format (one that is not understood by the source engine). You might try and start the game with the "-dev -console" options and try to manually play the sounds with the "play sounds/vo/name_of.wav" command. See if that turns up anything spurious.
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« Reply #67 on: September 13, 2010, 10:21:12 PM »

I'll give that a whirle later. Thanks for the tip fella Smiley
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Magathery
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« Reply #68 on: September 13, 2010, 11:00:00 PM »

Right, I think I'm on to something.

Got the following errors turn up in the console...

Unsupportd 24-bit wave file
invalid sample rate (9600) for sound 'vo\announcer_ends_60sec.wav'


I think I'm going to need some utilities Sad



Edit:

Original files = 705kbps
My version = 4608kbps

Oh boy!
« Last Edit: September 13, 2010, 11:04:25 PM by Magathery » Logged



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« Reply #69 on: September 13, 2010, 11:20:00 PM »

Well, any sound editor should allow you to change the sample rate, but I guess there a quite many files and doing each by hand would be quite a chore.

Googling returned this: http://forums.techguy.org/all-other-software/241612-mp3-batch-bitrate-change.html
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Magathery
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« Reply #70 on: September 13, 2010, 11:30:44 PM »

Thanks for the link fella, I'll give it a go. At the moment it's bloody fustrating. Maily because I have no idear what I'm doing Smiley
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« Reply #71 on: September 14, 2010, 07:40:23 AM »

At the moment it's bloody fustrating. Maily because I have no idear what I'm doing Smiley
You'll find that's a problem you run into more than once in life.
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Magathery
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« Reply #72 on: September 14, 2010, 12:31:52 PM »

More like twice a week in my case Cheesy
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« Reply #73 on: September 25, 2010, 01:36:26 PM »

Quick question.

Does anyong know of a nice free program that can add reverb (echo). None of the recording have echo effects?

Still got to sort out the problenm of "unsupported 24-bit wave file". I think stepping it down to "16-bit" should do it. Still got to find a program to do that as well.

I'll give this a go [search desparatly through Google] later on this evening. Just got to pop out and dismantal a display stand. Oh and go and restock the fridge Smiley
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« Reply #74 on: September 25, 2010, 01:50:30 PM »

Goldwave got an effect called echo (but I've never tried it) and a demo that has such high limits, I've never come close to using it.
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