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Sound modding

Officerpuppy

Buccaneer
Storm Modder
Pirate Legend
<b><!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->UPDATE:<!--colorc--></span><!--/colorc-->All four sound mods, POTC-AOP music mod, Master and Commandert-AOP music mod, the POTC-AOP sound mod and the POTC-AOP voice mod are on the FTP.</b>

So far porting the music shouldn't be too hard, just a matter of placing the music files in the right place and adding the lines into the music_alias file.

The voices will be a bit more challengeing from the little I've looked into so far.
I started as the French and everyone sounds English! <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Two things could be done I think:

1) Copy and overwrite the English sounds with the French ones in the folder. That means in a French Island you'll hear actual French, and not a Frenchman talking in English. This would only work for the French and Spanish since there is are no Dutch voices included with the game.

2) Port the POTC voices into AOP. That means the French/Spanish/Dutch would speak in English but with accents from their nation (POTC players know what I'm refering to) This seems a bit challengeing since from the little I've seen, the file that holds this is generic for all the islands. That is to say if you give a bartender a French accent, he will sound French in English and Spanish colonies as well.

Since I have to go to school right now I don't have time to test these things out, but tonight I'll deffeintly start working on the music. The music sounds good in AOP but many of the songs get reused alot, a little varity would be nice <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
wonderfull news officer, would it be ok that when your finished we put it in the mod pack that we are all working on ?
 
<!--quoteo(post=162758:date=Sep 21 2006, 01:49 PM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Sep 21 2006, 01:49 PM) [snapback]162758[/snapback]</div><div class='quotemain'><!--quotec-->
wonderfull news officer, would it be ok that when your finished we put it in the mod pack that we are all working on ?
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Sure your more than welcome.

OK, I have a minor update:

I'ved tested this with the barkeepers only ATM, of the five nations, each one has its own greeting, that means if you go to an English colony you'll get one greeting, go to a French, you'll get another. The game only has one greeting for each colony, so no matter how many times you talk to a barkeeper, you'll always get the same greeting.

So for example, if all French colonies greetings start with the #1, for instance "barkeep-1.wav" So, if we replace all the files that start with 1, we can have French accents (or French voices) on all French colonies without overwriting the voice files of others. The only problem with this is the lack of varity in the voices.

As for the music, this is a little easier to achieve, I'm still working on it though. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Ok guys, I've finished the the music mod, its called, POTC-AOP music mod.
It adds some of the music from POTC into AOP. I've also re did my Master and Commander music mod for AOP as well. I made it so both mods are compatible with one another.

I'll get those uploaded tomorrow.

As for the voices.....

In my exploring this topic I've noticed that the Church and Residence are lacking in sounds, turns out in AOP only the Church has one sound effect while the Residence has none. In POTC, the Church has a bell sound, people coughing etc, the Residence has some chair sounds or paper shuffling etc. I think the POTC sounds could be incorporated into AOP without a problem.

I've also noticed that AOP does not have a "PEOPLE TALK" (from what I've seen at least) in the "Sound_alias". This line in POTC holds most/if not all the dialgue in the game, different voices etc. This could explain why AOP mostly has generic voices for everyone and the lack of varity.

In regards to my previous post on the voices, in the files that contains the information of the various islands, the following is included: Govnors, waitress, priest, bartender, merchant. Each one (except govenor/priest) has its own greeting (one). Priest don't have a greeting line attached, I guess this means they don't speak in the game, does this mean govenors don't speak either? (have not played the game long enough) I think the only time they do speak is when you complete a task or something based on the .WAV files I've seen.
 
great looking forward to it, i just think it's wonderfull that everyone brings in something, that way all together we will make this game great.
 
Minor update: After a two hours or so I finally got a bell working inside the church, it doesn't sound like much at least now it won't sound dead quiet (adding more sounds too), plus this has potential as well since these new buildings that are being unlocked (bank/brothel) it's possible to add sound effects into these buildings such as papers, coins, drinking, singing etc.

As for the new voices in the game, this is still puzzling me but hopefully from what I've learned from adding sounds into buildings will help solve this mystery.
 
Great news, I've sucesffully gave the Spanish gov the POTC voices! This means no more one line greetings. With some time, patience and a little luck, I'll be able to do the same for the rest of the govenors, bartenders, waitresses, priests and traders.

As for the soldiers/civilians, this is tricky because they seem to be totally random yet I cant figure out how the game knows that Spanish colonies has Spanish soldiers and not some other nations etc.
 
OOOOh goody, i played this game only one game, and the voices i think are a little boring in AOP so these voices are very appreciated. Maybe i am gonna do some skinning to give al nations other ship painting schemes. But before i will gonna do that, i must finish the main quest :p
 
I made a small mod that adds English or French voices to loading the cannons *maybe firing cannons too if I can figure it out if possible* But while testing this the AI also uses the same voices, so say your fighing a Spanish ship, if they change their munition, you can hear it in English (French) that they are changing ammo which isnt exactly accurate. So I abandoned the idea for now
 
Im also working on it, found some pretty cool dutch voices and im rewriting a lot of it.

Im also looking into more voices going with the dialogs, i have always wondered why akella never had voice dialogs. We have voice dialogs with subs offcourse in our pirate simulator, i mean sure u need some people that can do the voices but hey if u make a game might as well go at it full force.
 
<!--quoteo(post=165999:date=Oct 7 2006, 10:02 AM:name=Officerpuppy)--><div class='quotetop'>QUOTE(Officerpuppy @ Oct 7 2006, 10:02 AM) [snapback]165999[/snapback]</div><div class='quotemain'><!--quotec-->
I made a small mod that adds English or French voices to loading the cannons *maybe firing cannons too if I can figure it out if possible* But while testing this the AI also uses the same voices, so say your fighing a Spanish ship, if they change their munition, you can hear it in English (French) that they are changing ammo which isnt exactly accurate. So I abandoned the idea for now
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It would be really great if you could hear the crew acknowledge your orders like in Sea Dogs. I miss that a lot. Especially that "slaugh-ter!" when boarding enemy ships... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=165999:date=Oct 6 2006, 08:02 PM:name=Officerpuppy)--><div class='quotetop'>QUOTE(Officerpuppy @ Oct 6 2006, 08:02 PM) [snapback]165999[/snapback]</div><div class='quotemain'><!--quotec-->
I made a small mod that adds English or French voices to loading the cannons *maybe firing cannons too if I can figure it out if possible* But while testing this the AI also uses the same voices, so say your fighing a Spanish ship, if they change their munition, you can hear it in English (French) that they are changing ammo which isnt exactly accurate. So I abandoned the idea for now
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've decided to continue my work with this, I suppose the bug is a minior concession to what overall is a good thing I suppose. I've also released a 2nd version of my POTC-AOP sound mod, its on the FTP.
 
<!--quoteo(post=167279:date=Oct 13 2006, 10:17 PM:name=Officerpuppy)--><div class='quotetop'>QUOTE(Officerpuppy @ Oct 13 2006, 10:17 PM) [snapback]167279[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=165999:date=Oct 6 2006, 08:02 PM:name=Officerpuppy)--><div class='quotetop'>QUOTE(Officerpuppy @ Oct 6 2006, 08:02 PM) [snapback]165999[/snapback]</div><div class='quotemain'><!--quotec-->
I made a small mod that adds English or French voices to loading the cannons *maybe firing cannons too if I can figure it out if possible* But while testing this the AI also uses the same voices, so say your fighing a Spanish ship, if they change their munition, you can hear it in English (French) that they are changing ammo which isnt exactly accurate. So I abandoned the idea for now
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've decided to continue my work with this, I suppose the bug is a minior concession to what overall is a good thing I suppose. I've also released a 2nd version of my POTC-AOP sound mod, its on the FTP.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Any way you can get it to work like Sea Dogs, i.e. "guns loaded with grape, cap'n", "guns loaded with chain, cap'n", etc ? That would be great to hear again! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Something funny, or strange in that way, I found out:
you can place soundfiles called "_balls.wav", "_grapes.wav" etc. in the folders \resource\sounds\interface or \resource\sounds\ship and they both will work when loading the ammo.
You can even place files in both folders and they will be played both at the same time! I think the problem is, that there are several distinct definitions for what sound to play: one in the sound_alias.ini under \resource\ini\aliases\ and one in the BattleInterface.c in \program\battle_interface\.
So, Capn Tucker (or may I call you Trip? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />) putting the sounds from POTC or Seadogs ("Load guns with grape! Aye, aye!") into one of these folders will replace (or add) the sounds...
 
<!--quoteo(post=167324:date=Oct 14 2006, 01:29 AM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 14 2006, 01:29 AM) [snapback]167324[/snapback]</div><div class='quotemain'><!--quotec-->
Something funny, or strange in that way, I found out:
you can place soundfiles called "_balls.wav", "_grapes.wav" etc. in the folders \resource\sounds\interface or \resource\sounds\ship and they both will work when loading the ammo.
You can even place files in both folders and they will be played both at the same time! I think the problem is, that there are several distinct definitions for what sound to play: one in the sound_alias.ini under \resource\ini\aliases\ and one in the BattleInterface.c in \program\battle_interface\.
So, Capn Tucker (or may I call you Trip? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />) putting the sounds from POTC or Seadogs ("Load guns with grape! Aye, aye!") into one of these folders will replace (or add) the sounds...
<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for the info, will have to dig out my old copy of Seadogs again. And btw, who the heck is "Trip"? Kaydra mentioned that too, but I have no idea what you're talking about. From some TV show I haven't seen? And as you can probably tell, I don't watch tv much...
 
Commander Charles Tucker III. aka Trip was the Chief Engineer on the Enterprise NX-01. Or will be, or maybe, or whatever...
Very funny and entertaining character, though, so it's really no offense. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Favourite line:
Captain Jonathan Archer: "I didn't know you drank wine?"
Vulcan Science Officer T'Pol: "Under the circumstances, I'll allow myself a small indulgence."
Trip: "Make mine a large indulgence!"

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

btw: didn't watch it on TV either... downloaded every single episode with emule <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Hate the translated stuff on TV (am not from the US)

Talking of which (watching TV): anyone else from Germany here, who saw the documentary just now 'bout Blackbeard? Nice stuff!
 
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