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Kyphros

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  1. Well, it does seem like a few were silent. Guess at worst I can use the XML method. It's just too messy for my tastes, this huge XML file with 100 events inside.
  2. Ahh, so it's the XML way. I'm not a big fan of it, although I suppose it works. Since I wanted to try something "cleaner", I've extracted the default notification sounds and put them in my mod, and it works. It's just that I'm not 100% sure if I put them in the right place and I'm too lazy to check right now. Like, what does "ding-ding" mean, which event is it supposed to be ? I'll have to check by listening to default noises more closely. Thanks for your help anyway !
  3. I'm sorry, I do not understand. How do I specify that within the bank ?
  4. Additional question : after testing my new mod, I've had the game occasionally trigger turret_rotator_damaged sound files for a track_damaged_event. Is it me or did WG screw up the event triggers ?
  5. Hello ! I've finally had time to work on my mod and the voices work. That being said, the "ping" sounds have disappeared because i replaced the default inbattle_communication_pc/npc soundbanks. Is it possible to set it up so that when an event has no custom sound attached, it plays sounds from the game's default soundbank ? Failing that, is there a link to the default notification sound files somewhere so that I can integrate them to my custom soundbanks ? I suppose as a last resort I could extract them from the BNK but I don't quite remember how to do that, I'd have to find a tutorial somewhere.
  6. Hello, I started playing WoT again a while ago and wanted to update my mods. Is there a new-ish WG project file somewhere or a list of all the voice events currently in the game ? I haven't found any and I'd like to replace the game's interactive voices (thanks, need your help, go back, and all those you can access with T or the F3 F5 etc buttons during a game).
  7. @Polyacov_Yury @night_dragon_on It turns out i'm just retarded. I had forgotten that in 2018 I needed to make that mod into 2 files, one BNK and one PCK, as opposed to the very first versions before 2018. When I generated the sound bank the other day, I forgot to regenerate the PCK, AND I also forgot to rewrite audio_mods.xml so the PCK was included in the game as well. Of course half of it didn't work... I'm going to hide in shame forever now.
  8. The bank is exactly as large as it was in 2018 and back then it worked... Alas, now it doesn't. The BNK file weighed somewhere around 26MB at the time. Yesterday I tried changing the Wwise settings so it changes my audio files into mono-channel files instead of stereo, when it encodes them and puts them in the BNK archive ; so now the size is 14.7 MB. And if you want to know the amount of different audio clips in it, it's over 600.
  9. Okay, thanks. @Polyacov_Yury, a log file created after a vanilla game boot is attached : there is nothing non-standard installed, except your BanksLoader mod. Engine_config.xml is also standard. Log file.txt
  10. I just tried, and using BanksLoader immediately makes the game crash on launch. GODDAMMIT WARGAMING
  11. Indeed, I remember @ribbed, but he was last online in January... Not sure he'll see any message I could send him, anytime soon. I'll try contacting WG staff on the official forums, then.
  12. Ah, sorry. Are there any people from WG coming here from time to time ? I'd really like to make it work... I've even tried rendering the audio files into mono channels through Wwise, so the size of the bnk/pck was almost halved, but it still didn't fix the issue. And I've looked into the engine_config file but I didn't see a single value related to audio length limit or anything along those lines. As for the existing values, i've pretty much all increased them twenty times and still have the same issue. I'm starting to think it's not something that can be fixed and that there's a hard-coded limit somewhere...
  13. I increased both to 128 in the /res/engine_config.xml file (yes I know, crazy value compared to 4), and nothing's changed. Although one thing I've noticed is that it's mostly very short audio files that i've heard. When I use the audio test function, short sounds are played, but sometimes when I click nothing happens, so I'm guessing it's one of the longer audio files (3 to 10 seconds) that was selected. Is there now a limit on the size of the file inside the sound bank (although they're almost all below 10-20kB after conversion anyway) ? Or maybe a limit on the length in seconds that can be played ?
  14. I was thinking, more like a Wwise default project with all the files sorted together, just like the template file available in this thread which contains the Russian voiceover. It's okay if there's nothing like that currently available, otherwise I'll just unpack the files and sort them manually. Regarding this, there seems to have been extensive modifications to engine_config.xml since 2016, and none of these variables are still there, unlesss they had their name changed : <defaultPool> 12 </defaultPool> <lowEnginePool> 8 </lowEnginePool> I tried playing around with values randomly on other variables that were related to sounds, but my sounds still don't fully load, only some of them are played correctly, even though the mod worked perfectly fine in 2018 last time I updated it. And obviously, python.log doesn't display anything useful, it just says that banks are loaded, no error mentioned at all (except the billions of errors related to the game's web browser).
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