Hey, sorry if this is in the wrong forum but I didn't know where else to put it.
I'm trying to import the sounds from SC1 into SC2 to remake a map. Here are the sounds I've downloaded: link. My questions are: they're all soundname.wav.ogg files, what do I need to do or what program do I need to use to be able to play them on my computer? Do I need to rename them?
And once I've imported them into the Galaxy Editor (and saved, and reloaded the map), how do I call them up via triggers? In a test map, when I use the Play Sound action, my imported sounds don't show up on the list.
A good sound conversion and manipulation program is "Audacity" which is also relatively easy to use. If you just want to listen to the sounds and not edit them, any media player should be able to do it with the right codecs. If you are unsure how to get the right codecs, you can go to vorbis.com or google "ogg codecs" that should set you on the right path.
Sound assets and sound actors are two different things. You have imported a sound asset but the editor is looking for a sound actor. If you go to the data editor > Actor Tab > Search for "sound" you'll see sound actors, which then use sound assets. You should be able to edit an existing sound actor to use your sound.
Thanks a lot. I shouldn't need to edit the files... actually while I was waiting for a reply I was fiddling around with the Editor and discovered that I needed to attach the sound to something. Right now what I'm using them for is briefings. What I've done is create a new object under the Sounds tab in the Data Editor, I called it "Tester" and based it on "Briefings". Then under the Sound Assets+ I added a few of the imported sounds.
Problem is, none of them played in preview, and none of them play in game when called by a trigger. Codecs make sense, I'll update mine, but if people download this map (single player only for now) will they be able to hear the sounds if they don't have the same/updated codecs?
Like I said in the above post, the filenames are all "soundname.wav.ogg" for some reason. As opposed to just "soundname.wav" or "soundname.ogg"... do they need to be renamed to one or the other, or does it matter?
Well, I like to do things the easy way. So I would just edit an existing sound actor and change the asset. The codecs are only needed if you're trying to play them in WIndows Media Player or an equivalent.
I just attempted to import a .ogg file and ran into some strange issues. In the import window, I could press the play button and hear it just fine, but the previewer errored out when I tried to preview it. I managed to replace an attack sound with the imported sound, but it played really softly, much more softly than when I hit the play button in the sound asset view.
So first, see if your sounds are playing in the import viewer. If they aren't I would try to get new sounds. If they are, then you may just need to work on making the sound louder/play correctly.
EDIT: Also the file extension shouldn't matter, but you might try taking off the .ogg or the .wav and seeing if that makes a difference. It shouldn't but stranger things have happened.
You know what it might just be the sounds I've downloaded. I can't hear them in the import window, or the previewer. I'll find new ones or extract my own. lol Thanks for the help.
So... I got new sounds that work, in import window, in previewer and Sound Assets+ preview, but "In Game preview" doesn't play. Any idea why? Sounds like the same problem you had with the volume control?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey, sorry if this is in the wrong forum but I didn't know where else to put it.
I'm trying to import the sounds from SC1 into SC2 to remake a map. Here are the sounds I've downloaded: link. My questions are: they're all soundname.wav.ogg files, what do I need to do or what program do I need to use to be able to play them on my computer? Do I need to rename them?
And once I've imported them into the Galaxy Editor (and saved, and reloaded the map), how do I call them up via triggers? In a test map, when I use the Play Sound action, my imported sounds don't show up on the list.
@QMJ3: Go
A good sound conversion and manipulation program is "Audacity" which is also relatively easy to use. If you just want to listen to the sounds and not edit them, any media player should be able to do it with the right codecs. If you are unsure how to get the right codecs, you can go to vorbis.com or google "ogg codecs" that should set you on the right path.
Sound assets and sound actors are two different things. You have imported a sound asset but the editor is looking for a sound actor. If you go to the data editor > Actor Tab > Search for "sound" you'll see sound actors, which then use sound assets. You should be able to edit an existing sound actor to use your sound.
@roguelike: Go
Thanks a lot. I shouldn't need to edit the files... actually while I was waiting for a reply I was fiddling around with the Editor and discovered that I needed to attach the sound to something. Right now what I'm using them for is briefings. What I've done is create a new object under the Sounds tab in the Data Editor, I called it "Tester" and based it on "Briefings". Then under the Sound Assets+ I added a few of the imported sounds.
Problem is, none of them played in preview, and none of them play in game when called by a trigger. Codecs make sense, I'll update mine, but if people download this map (single player only for now) will they be able to hear the sounds if they don't have the same/updated codecs?
Like I said in the above post, the filenames are all "soundname.wav.ogg" for some reason. As opposed to just "soundname.wav" or "soundname.ogg"... do they need to be renamed to one or the other, or does it matter?
@QMJ3: Go
Well, I like to do things the easy way. So I would just edit an existing sound actor and change the asset. The codecs are only needed if you're trying to play them in WIndows Media Player or an equivalent.
I just attempted to import a .ogg file and ran into some strange issues. In the import window, I could press the play button and hear it just fine, but the previewer errored out when I tried to preview it. I managed to replace an attack sound with the imported sound, but it played really softly, much more softly than when I hit the play button in the sound asset view.
So first, see if your sounds are playing in the import viewer. If they aren't I would try to get new sounds. If they are, then you may just need to work on making the sound louder/play correctly.
EDIT: Also the file extension shouldn't matter, but you might try taking off the .ogg or the .wav and seeing if that makes a difference. It shouldn't but stranger things have happened.
@roguelike: Go
You know what it might just be the sounds I've downloaded. I can't hear them in the import window, or the previewer. I'll find new ones or extract my own. lol Thanks for the help.
@roguelike: Go
So... I got new sounds that work, in import window, in previewer and Sound Assets+ preview, but "In Game preview" doesn't play. Any idea why? Sounds like the same problem you had with the volume control?