View Full Version : Sound files - how do I play/extract them?
Optics
June 5th, 2007, 07:14 PM
Hi, I recently installed the H2V map editor and was messing around a bit with it - and I noticed that the editor gave access to all the multilayer sounds! I was delighted. However, the format is unknown to me(.sound) and I can't seem to figure out how to even get them playing within the editor itself! I'd really like to mess around with some of the Halo 2 'announcer guy' sounds such as killing spree and stuff but I can't seem to figure out how to use them at all, even to just PLACE them in a map file so I can hear the sound at all. Can someone help me resolve this issue? Thanks!
teh lag
June 5th, 2007, 07:16 PM
Unfortunately, Halo 2 Vista's toolset was greatly cut down, and neither allows the opening, editing, or creating of sound tags.
Con
June 5th, 2007, 07:17 PM
:smithicide:
Optics
June 5th, 2007, 07:19 PM
Damn! What a shame. Is there any way I can acsess the sounds in game in a console like style? I know in most other games a similiar method can be used. I'd really like to get my hands on high quality versions of the sounds.. if possible.
teh lag
June 5th, 2007, 07:22 PM
Well... it might be possible to play them manually in Sapien, with the command "sound_impulse_start <sound> <object> <real>" The first variable is the desired sound, second is an object to play it from (you can give objects names in Sapien's property window... at least in the H1EK you could, they might have disabled that in the H2EK as well...) and the last is a scale to play it at (one would probably be default). This can be used to play any sound in your tags folder at will, though you'll have to remove any existing background sound from the scenario you're loading.
Edit: whoops, my bad, wrong command.
demonmaster3k
June 5th, 2007, 07:23 PM
wow, no access to anything outside of bsps?
... whatever happened to "we support and encourage user creativity" or was bungie throwing a load of bull**** our way.
they better fix those tools in a future update
(with a good gfx card, the game almost looks like halo 3 almost)
Optics
June 5th, 2007, 07:28 PM
Well... it might be possible to play them manually in Sapien, with the command "sound_impulse_start <sound> <object> <real>" The first variable is the desired sound, second is an object to play it from (you can give objects names in Sapien's property window... at least in the H1EK you could, they might have disabled that in the H2EK as well...) and the last is a scale to play it at (one would probably be default). This can be used to play any sound in your tags folder at will, though you'll have to remove any existing background sound from the scenario you're loading.
Edit: whoops, my bad, wrong command.
Thanks, i'll give that a try. I'm not really firmiliar with Sapien as I never had the chance to really work with the H1EK - where would I enter the command, and how can I set up an object to play the sound? If you don't want to explain it can you point me in the direction of a begniners tutorial? Thanks - I really appercaite the help you've given me so far, it's such a dissapointment that Bungie had to be such an ass to try and protect their sound files.
Ki11a_FTW
June 5th, 2007, 07:35 PM
:smithicide:
over reaction mb? lol
teh lag
June 5th, 2007, 07:37 PM
To get to Sapien's console, open up a scenario in sapien. Press the "~" key, enter your command, and press enter.
Giving an object a name is as follows (at least in h1.) Go to the heirarchy window (it has the tree list.) Go to objects, and select a type. (Crates is probably easiest, as there's almost none of the other types included in H2V's tagset.) Now, go to "edit types" (it might be another thing... I know it's edit something, I don't have the H2Sapien on hand right now.) Find and add a crate type. Now, go to the game view and right-clivk to place it. In the hierarchy view, make sure your new crate is selected, and go to the properties window. There should be a bar somehwere that lets you type in a name - this is your object's name.
And it wasn't so much of an issue of protecting their material; if they had issues with that I don't think we'd have as much freedom in the H1EK. Why exactly so much was removed, even things that are mentioned in the tutorial supplied by the game, is a mystery. Maybe we'll get an answer someday...
Optics
June 5th, 2007, 07:43 PM
Hmm, well as far as why they did it I guess I can't really say then, but I'm extremely appreciative of your help. I'm going to give it a try and see if it works - if it doesn't I guess I'll just have to settle to recording in game versions. Though, technically I suppose I could make a room that's a blank map with no background sound and just have a friend join and record the sounds as they were played.
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