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vackillers
18 Apr 2013, 19:34
Yes this has been talking about quite a lot, and I was wondering if anyones been able to shed some light on the situation? or if anyones actually managed to do this yet?

I've compiled a new .fsb file using the same filenames found in the .Spc fsb files which relate to the worm sounds themselfs, and i've used both fsbext and FMOD but still, once in revolution, it will not play them even though the game does see the soundbank okay.

vackillers
18 Apr 2013, 22:42
Ok, I think I may have found a technique in which it might actually be possible to add our own sounds but its very complicated... I'll post what I found and give a link at the bottom, guys, its long!! I'm having trouble with it but the community out there is pretty tallented and might be able to get this stuff to work for them, I get this error when I try to re-compile the .fsb file back to its original form because you cant jus make an .fsb file with the same file name, and the same file names for all the audio because the file has to be re-compilied in its correct file structure inside the .fsb files. I get this:

Error: use the fmod programs to rebuild the files of fsb versions major than 4

now heres how to do it... and the sound files for worms is in steamapps/wormsrevolution/audio/PC and you'll want to edit the Spc files. Make any changes to the audios and keep the file names for the sounds, your copying and replacing the sounds you want..



FSBEXT

This is quite the little program.(hard drive can be changed folder names possibly?)
1. Click my computer

2. go to C drive and make a folder called FSbext

3. Extract Fsbext into this folder.

4. Additionally within this folder make a folder called sounds.

5. Go to your worms revolution folder and find for example:
steamapps/worms revolution / audio / PC

6. Within FMOD are... you guessed it, FMOD files.

7. Make a backup of your VObank_en_us.fsb file as this is the file we will be using.

8. Copy this file into your fsbext folder.

9. Run CMD

10. If you're in a long chain of things type "cd.." minus the quotes until you finally get to c:

11. Type CD fsbext

12. Now it should read c:fsbext

13: Type "fsbext -R -d sounds VObank_en_US.fsb" (minus the quotes and make sure its a capital R)

14. this will unzip all of the sounds into the sounds folder, they are readable by Music Player EX

15. Type "fsbext -l -s rebuild.dat VOBank_en_US.fsb"(minus the quotes) This records the structure of the fsb file you are extracting in a log type file for rebuilding. Don't close the cmd prompt yet.

16. Step 15 should only need to be done once, if you don't mess anything up, unless they update the sound files in a patch, you should be OK.

17. Delicious sounds files, even more delicious, the file names they provide.

18. File names examples for Annie:
Annie.laugh2.wav
Annie.joke.wav

19. Skip to the next section
FMOD Sound Designer

20. Whats going on? Once you have installed this program it provides you with a few awesome tools, FMOD designer for encoding you files. FMOD event viewer, for testing your sounds without having to host or be in a game/practice game - AWESOME, you can test your sounds in game also, but this saves having to start the game and actually play it, which can be time consuming when testing.

21. Remember those sounds files you edited to your liking and set to MONO if you had to, if its for champion sounds in audacity/another sound program, I hope you do!

22. Open up FMOD designer.

23. Click on the top, File, new project, name it whatever you want

24. Under hierarchy, there will be probably be an untitled folder if there is not, left click on the dark gray to the left and select add event group and name it what you want.

25. This folder is now your main folder, click on the plus side on the folder, probably called untitled to create an event, one may be listed already.

26. This is tedious and important.(as far as i can tell until someone figures the program out more) For EVERY sound file you intend to encode you must have an additional event.

You will have one untitled folder, that has 21 events, or however many under that one untitled folder, multiple folders may work, but i haven't tested for that.

27. Right click on the folder labeled untitled, or whatever you labeled it, its going to to be at the very top and select, Add event. Name the events whatever you want,for Annie's 22 sound files I named the events, event00 through event21.

28. Keep doing this until you are satisfied with the amount of events therefore sound files that you plan to encode, you should know the number based on the number of sound files that a character has that you should of seen when you extracted out the original sounds using fsbext, for example I think Annie has 22 sound files that can be edited. Knowing the number isn't necessary, maybe you just want to encode one file, who am I to judge, but the majority of us will probably be bulk encoding.

29. Click on the first event. On the right column it will say. (Right click-here to add an event)
That's you're cue to right click in that box.

30. Right click, and at the very top select add sound.

31. Next select add new wavetable.

32. Select your audio and agree to it.

33. Select One shot instead of looping, looping is plausible, but i used One shot, there no need for loops, and you can check that out later using the FEV viewer.

34. After you have added ONE sound file per event (I dont know if layering works, maybe it does, but I only used one single MONO or STEREO for the announcer mp3 per event) click bank, and then click on whatever bank is listed on the left, it should load all of the audio that you have imputed.

35. On the far right you will see the name of your audiobank.

36.Under the compression tab, select "MP2", under bank type select "Decompress into memory"

37. Compression quality is at 50, and you may leave it here, or experiment if you have a lot of time. 50 does work though.

38. Click Project out of the menus at the top left.

39. Next click build... and check-mark the bank under "Select which wave banks to build:" and click build on the right bottom side of the window.
FSBEXT Part 2: The Great Return

40. Pay attention to where your project file was and where you save it to.

41. What you are after is the elusive FSB file that you have just created.

42. Once located place your newly acquired FSB file into your Fsbext folder.

43. Rename your sounds folder sounds1 or whatever you prefer. And create a new sounds folder.

44. Type in CMD "fsbext -R -d sounds myfsbisnamedsomething.fsb" to extract your newly encoded files
(myfsbisnamedsomething.fsb - is not the actual name, its the name of the file you copied into your fsbext folder.

45. Rename the sounds folder to sounds2 or whatever you prefer, and rename the original back to sounds. Look at the names that have gathered, 22 in the case of Annie, such as:
Annie.laugh2.wav
Annie.joke.wav
your files once extracted will probably be called custom1, custom2, custom3, etc, they'll be whatever you named them and have no file extension, if its called jokenew, etc at least that's a heads up to yourself that it needs to be renamed, in the case of annie it would be renamed to "Annie.joke.wav" (minus the quotes). This is obviously different for every hero.

Another tidbit is that annie attack 4 and move 4 share the same sound, same with annie atttack 1 and move 1, and ashe attack 6 and move 2, not sure about ashe, but there are some duplicates in sound, perhaps so that they appear more often in game? So once you have gotten past the encoding step copy and rename encoded files accordingly, you can use Music Player EX to see this that some of the original sounds are identical.

46. Once you have all of these files named and lined up all pretty, it's time to move them into your renamed original sounds folder containing all the .wavs. Windows prompts you to overwrite? Heck yeah.
WARNING: Hmm windows might not even prompt you, it may just make copies of the sounds in the folder, for example Annie.joke.wav.copy, so make sure you delete the files you want to replace in the sounds folder.

47. In your fsbext folder there will be the original "VObank_en_US.fsb" rename it "VObankbackup_en_US.fsb" or delete if if you have another backup elsewhere.

48. Open up CMD if you closed it and type
"fsbext -s rebuild.dat -d sounds -r VObank_en_US.fsb" (minus the quotes) or otherwise name it what you want but the .fsb file must be renamed back to VObank_en_US.fsb before it is copied back into your D:\Games\League of Legends\Game\DATA\Sounds\FMOD, or wherever your directory is.

49. I hope you made a back up of the original .fsb file

50. If everything thing worked out alright it should prompt you to overwrite, select yes and bam, you're done, go test it out in game, or for instant checking fire up...


http://s17.postimg.org/84po84ihn/Capture.jpg (http://postimg.org/image/84po84ihn/)

I get upto part 48 and then it throws up the error as in the screenshot...

Good luck guys if anyone wants to have a go with this.... This was originally made for league of legands, but the princible is exactly the same. We should be able to get some custom sound banks hopefully using this tutorial.. link to original post is here (http://leaguecraft.com/strategies/gameguide/240-sound-modification-part-the-second.xhtml.)

Star&Moon
21 Apr 2013, 20:09
Are there anyy custom soundbanks that already exist? I would love to have some of the ol' Armageddon voice packs, that's one reasons I hope so much that Team17 does a Classic DLC package.

vackillers
22 Apr 2013, 03:00
there are none currently... hence why i made this post to help the more advanced users in making some