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Sound modding


c0ff
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Definitions:

$INSTALL_DIR = game installation directory

$WRITE_DIR = C:\Users\<LOGIN>\Saved Games\DCS

 

DCS searches for sound (both .sdef-files and wav/ogg samples) in the following order:

 

1) $WRITE_DIR\Sounds\

2) in the Sounds subdirectory of each mod from $WRITE_DIR\Mods\

3) in the Sounds subdirectory of each mod from $INSTALL_DIR\Mods\

Mods are searched backwards from the registration order

4) sdef are searched in $INSTALL_DIR\Sounds\sdef\, samples - in $INSTALL_DIR\Sounds\

 

 

There are two ways to replace game sounds:

1) put your versions to $WRITE_DIR\Sounds\ in a correct subfolder with a correct name

2) create your own mod and place it into $WRITE_DIR\Mods\


Edited by c0ff

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

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Thanks,

 

If I am right, this allows you to replace any existing sounds, but are there any plans to add support for the ability to play completely new sounds (from LUA or from C/C++ DLL)?

 

p.s. Good use of PhysFS!


Edited by Simas
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So, if I am right, this allows you to replace/mod any existing sounds in your module (a new sound for you piston engine for example). But are there any plans to add support for the ability to play completely new sounds (from LUA or from C/C++ DLL)?

That's a completely different question, belonging to a Mod API section.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

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yeah was gonna ask that too, if there was an LUA we can define sounds in.

 

thanks for that info c0FF

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hey guys,

 

If i want to replace the audio file here

 

DCS World\Sounds\Speech\Sound\ENG\Common\Wingman\1

 

Aside from replacing those files i can just move them into the MODS folder, do they have to be in the same subfolders and that's it or do a need a LUA file?

 

so it would be like this

 

DCS World\Mods\Sounds\Speech\Sound\ENG\Common\Wingman\1

 

 

would that be all?

 

Thanks!

Nero

 

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c0ff,

 

Is there any chance you could explain a bit how the speech audio was recorded?

 

I'm curious to know what DAW and plugins where used.

 

Also if there was a certain script that voice actors followed, for example:

 

The DIGITS folder has 0-being, 0-continue, 0-end and so on for each digit, was the voice actor saying 0-0-0 in one phrase that was just cut or saying each separately?

 

if there's any chance we can get the master track before it was cut into the single tracks that would be even better!

 

I've recorded about 20 versions of a female wingman and ATC for a mod but there are certain phrases that i just can't get to match based on the tone of the voice, so if i record the digits with a calm voice and then other phrases with a LOUD voice they just all sound robotic rather than natural.

Nero

 

27" iMac, 3.4GHz i7 Quad Core, 16GB Ram, AMD Radeon HD 6970M 2Gb, Running Bootcamp, Windows 7 Home 64bit, Saitek X-52 Pro

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Place your files to C:\Users\<LOGIN>\Saved Games\DCS\Sounds\Speech\Sound\ENG\Common\Wingman\1

 

Thank you! that makes sense, and this folder won't be changed by the auto updater right?

Nero

 

27" iMac, 3.4GHz i7 Quad Core, 16GB Ram, AMD Radeon HD 6970M 2Gb, Running Bootcamp, Windows 7 Home 64bit, Saitek X-52 Pro

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Thank you! that makes sense, and this folder won't be changed by the auto updater right?

 

C:\Users\<LOGIN>\Saved Games\DCS\ is not touched by the updater, except for it's own files:

autoupdate.cache

autoupdate.lock (normally exists only why updater is running)

Config\autoupdate.settings

Logs\autoupdate.log

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

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Is there any chance you could explain a bit how the speech audio was recorded?

That's beyond my scope. However, take a look at Sounds\Speech\*.lua scripts, they can tell about phrase construction.

DAW/plugins don't matter much, IMHO. Just use whatever works for you.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

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You could also use Mods folder for custom sounds as well, like I did here. I like Mods folder, lets me easily enable/disable mods I want by dragging them into a backup folder. Useful for custom sounds, textures, models etc. :)

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...DCS searches for sound (both .sdef-files and wav/ogg samples) in the following order:...

We can also use sdef files in $WRITE_DIR right?

If so and if we don't locate sdef files, does DCS call them from $INSTALL_DIR ?

 

Thanks.

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  • 2 weeks later...
  • 4 weeks later...

If I was doing custom Engine sounds and stuff for my Aircraft Module, do I still put it in the users folder? or the /dcs/Mods/Aicrafts/<modulename/Sounds/ Folder?

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For Mods structure for sounds, use this I made as an example.

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thanks, will do,

 

now to figure out how to get my plane to use custom sounds, as I dont see any sound name calls in the LUAs...

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Ahh, So I'll put an Asterisk next to the sound stuff in my list of things, and note that I'll wait until VRC Gets our PoC Together for ED.

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Ok Im in office right now and havent starrted at the files long enough...

 

lets say for teh F-100D im working on, that we have custom sounds, and SDEFs.

 

if we place those in /DCS/mods/Aircraft/F-100D/Sounds/ and put a VFS Call

 

mount_vfs_sound_path (current_mod_path.."/Sounds/F-100D/")

 

is there a way to keep those sounds from over riding the default sounds for other modules/planes.

 

I mean, To keep the F-100D Engine Sounds for the F-100D only and not replace everything.

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If they use the same naming as the default files, they will overwrite them.

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"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

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