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 Post subject: TUTORIAL: Modding sound effects
 Post Posted: Tue Dec 17, 2013 9:37 pm 
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On this tutorial I also assume you have a DLC character ready.

I'm working with "CHAR_Deathstroke_D.xxx" in this tutorial.

Be prepared if you want this to work on all languages, you have to modify all the language files. For now I explain it for the english files. Simply injecting the english FSB file to all language archives won't work because most of the FSB files have different offsets in their corresponding .xxx archive!

Also just for information, the regular announcer from the character selection screen CAN NOT be changed yet (it didn't work for me). You can edit the mp3 file but it will still play the announcer sound of the main character (in my example Deathstroke). Don't know how to fix this yet.

This is the result:
https://vimeo.com/82154888 [Wager sounds at the end of video]

TOOLS NEEDED
  • Sound editing software (Adobe Audition or another)
  • decompress.exe {by Gildor}
  • FsbExtractor {by Aezay}
  • Generic Renamer {by HowardC}
  • Generic Injector {by HowardC}
  • Hex Editor

STEP 1 - Collecting sounds and preparing sound archive
After collecting a few sound shots (I took these) we can start off editing the files.

Get SND_SPEECH_Deathstroke_eng.xxx from your "DiscContentPCG\Sounds" folder. Drag this over decompress.exe and continue working with the decompressed file, delete the old one. Move the new file to your "Generic Renamer" folder because we prepare the file for your DLC character.

Start MKKEGenericRenamer.exe and fill the boxes as following:
Code:
Archive to Search for Strings: SND_SPEECH_Deathstroke_eng.xxx
Original String:               SND_SPEECH_Deathstroke_eng
New String:                    SND_SPEECH_DP_eng


Click "Replace Strings!" and rename this strings now:
Code:
Archive to Search for Strings: SND_SPEECH_Deathstroke_eng.xxx
Original String:               SND_SPEECH_Deathstroke
New String:                    SND_SPEECH_DP


In my case there were replaced 4 strings overall after these two steps. Then I renamed my file to SND_SPEECH_DP_eng.xxx

STEP 2 - Creating the original FSB bank
Your speech file should be ready. Now we need to find the offsets to create our original FSB files first. Open the Hex Editor and open your .xxx file in it. Search for "FSB5" string. There is only one inside.
Attachment:
offset.jpg
offset.jpg [ 169.72 KiB | Viewed 12709 times ]

Now we know our original FSB file is called "embedded_0002282f.fsb". You need this original file to inject your modified FSB file later.

Make a copy of "SND_SPEECH_DP_eng.xxx" and rename it to embedded_0002282f.fsb. Open this in the Hex Editor again. Search again for "FSB5" and remove everything BEFORE the string "FSB5".

Now go to the the end of the file and remove the following block. (Only remove the line with null bytes if the FsbExtractor gives you a warning!)
Attachment:
end-of-file.jpg
end-of-file.jpg [ 269.21 KiB | Viewed 12709 times ]


Our original FSB is ready. That's what fsbii.exe does with FSB4 file format automatically.

STEP 3 - Mod your sounds
If you want you can now export all the mp3 files from your FSB with FsbExtractor and modify them. Just drag & drop the FSB bank to the FsbExtractor.

Please make sure your files are smaller or the same size as the original files! That's important, otherwise you can't inject them back!

Usually the files are:
  • 48 kHz
  • CBR (constant bitrate)
  • 128 - 320 kbps (this varies from file to file)

If you have a file in 320 kbps and saved your modified version, which is probably bigger. Just save it in 256 kbps which is always smaller in the result. They will get played ingame.

STEP 4 - Create modded FSB bank and inject
Now we can create our modded FSB file to inject it back. You can try creating a new FSB from scratch with fsbank.exe (make sure you use the correct settings on creating). Otherwise we can inject mp3 files with HowardC's Generic Injector. That's how I did it until now.

Copy (!!!) embedded_0002282f.fsb, original_sound.mp3, your_modded_sound.mp3 to the Generic Injector folder.
Code:
Archive to Inject Into: embedded_0002282f.fsb
Original File:          original_sound.mp3
New File:               your_modded_sound.mp3

Now press the "Inject it!" button. I have done this single inject step for every mp3 file. Sometimes this may take a while, but it works.

If your modded FSB bank is done, you need to inject it back to the .xxx archive. But before this, rename your new FSB file to something like "modded_embedded_0002282f.fsb".
Code:
Archive to Inject Into: SND_SPEECH_DP_eng.xxx
Original File:          embedded_0002282f.fsb
New File:               modded_embedded_0002282f.fsb


STEP 5 - Prepare character file for new sound archive
The last step is to make your character file ready for the new sound archive, with renaming the strings it will now play the sounds of your modified SND_SPEECH archive.

Open CHAR_Deathstroke_D.xxx in the Generic Renamer, doing this:
Code:
Archive to Search for Strings: CHAR_Deathstroke_D.xxx
Original String:               SND_SPEECH_Deathstroke_eng
New String:                    SND_SPEECH_DP_eng


And this:
Code:
Archive to Search for Strings: CHAR_Deathstroke_D.xxx
Original String:               SND_SPEECH_Deathstroke
New String:                    SND_SPEECH_DP


ADDITIONAL NOTES
I know this can be a little bit confusing probably on the first try, but if you done this a few times, it's really easy. You can do the same steps on your Intro and Victory files.

For example there you work with:
- Joker_Intro.xxx and SND_CIN_INT_Joker_eng.xxx
or
- Joker_Victory.xxx and SND_CIN_VIC_Joker_eng.xxx

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Last edited by rizzn on Thu Dec 19, 2013 9:25 pm, edited 5 times in total.

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 Post subject: Re: Tutorial: Modding sound effects
 Post Posted: Tue Dec 17, 2013 9:45 pm 
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Exellent! Great work!

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Tue Dec 17, 2013 10:24 pm 
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quick question, where can we find the victory announcer? you know the one that says "Deathstroke wins" or whatever.


Last edited by heymanjack on Wed Dec 18, 2013 2:39 am, edited 1 time in total.

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Tue Dec 17, 2013 11:19 pm 
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Also can I get a link to the genericinjector you re using? Thanks dude


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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 3:19 am 
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here you go


Attachments:
MKKE Generic Injector 1.1.rar [7.66 KiB]
Downloaded 343 times

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 3:49 am 
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Wow. It works. Though the intro announcer doesn't work. Ex Zoom still gets called the flash in the character select screen. The win announcer change worked though. Hmmm I think we need a good impersonator of the announcer so we can get good win announcer quotes LOL.


Last edited by heymanjack on Wed Dec 18, 2013 6:08 am, edited 1 time in total.

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 5:30 am 
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heymanjack wrote:
quick question, where can we find the victory announcer? you know the one that says "Deathstroke wins" or whatever.

That one I found in the "SND_SPEECH_Character" files. After extracting the FSB bank from this and opening in FsbExtractor it's called something like "vo_anno_win_DS.mp3".

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 5:43 am 
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rizzn: thx much, i love this tutorial :)

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 6:09 am 
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rizzn wrote:
heymanjack wrote:
quick question, where can we find the victory announcer? you know the one that says "Deathstroke wins" or whatever.

That one I found in the "SND_SPEECH_Character" files. After extracting the FSB bank from this and opening in FsbExtractor it's called something like "vo_anno_win_DS.mp3".


Yup found it there. The intro announcer doesn't work though. I'm trying to record announcer lines and trying to make it match the current announcer which is HARD because the announcer is a woman lol.


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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 7:29 am 
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heymanjack wrote:
Yup found it there. The intro announcer doesn't work though. I'm trying to record announcer lines and trying to make it match the current announcer which is HARD because the announcer is a woman lol.

I'm using AT&T Natural Voices to create the base sounds. You can also choose female speakers. I got the best results out of this Text-2-Speech software.

It doesn't work always, because sometimes the emphasis on some words is weird. You can do a lot of sound editing in Adobe Audition, for example you can create an effect rack and can apply this rack to every sound you want.

Some time ago I created an announcer rack for testing and a few characters for MKKE. It's not exactly the same but better than using the wrong announcers I think.

With the right effects you should get a similar result for IGUA (with female voice, more "robotic"). I'm currently working on a effect rack for IGUA announcers. The biggest problem is I can't export that rack preset to share it.

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Last edited by rizzn on Tue Feb 04, 2014 8:03 pm, edited 1 time in total.

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 8:46 am 
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Well, after being laughed at by my parents for trying to emulate the female announcer I did what I should have done at the start. Franken-cutting. This is the same technique used by the editors at Conan O brien's show as seen in his crazy alex trebek skits and the interactions between Forest Gump and celebrities in Forest Gump.

I took out the sounds the announcer makes when she says the "Su" part in superman and the "oom" part in Doomsday and I also took the "Z" sound in Zatanna. I mixed these sounds and made the announcer say "Zoom". I'm uploading my updated Zooms mod with the new win announcer so you guys can see/hear it for yourselves.

Also @rizzn
Have you gotten intro announcers to work?


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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 9:46 am 
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Hehe, that's a pretty good idea with cutting the letters/phrases, I didn't think about this yet. If this technique works we could create announcers with the exact voice effect for the DLC costumes. Will also try a test on this today, but a good suggestion!

On the intro announcer, I have no idea for now. :( I don't know if it's moddable in the .xxx file of an alternate costume. But I will do a few tests the next days.

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Last edited by rizzn on Tue Feb 04, 2014 8:00 pm, edited 1 time in total.

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Wed Dec 18, 2013 10:36 am 
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heymanjack wrote:
Well, after being laughed at by my parents for trying to emulate the female announcer I did what I should have done at the start. Franken-cutting. This is the same technique used by the editors at Conan O brien's show as seen in his crazy alex trebek skits and the interactions between Forest Gump and celebrities in Forest Gump.

I took out the sounds the announcer makes when she says the "Su" part in superman and the "oom" part in Doomsday and I also took the "Z" sound in Zatanna. I mixed these sounds and made the announcer say "Zoom". I'm uploading my updated Zooms mod with the new win announcer so you guys can see/hear it for yourselves.

Also @rizzn
Have you gotten intro announcers to work?



Yeah that's How I did the Voice for my Sub-Scorpion :


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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Thu Dec 19, 2013 7:08 pm 
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Well it gives me error in FSB extractor (Not a valid FSB file format..) when i draged my soundpack (embedded_0001fbb9.fsb) to extractor for Zod.. i've erased that block in hex ed.

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Last edited by wyruzzah on Thu Dec 19, 2013 7:26 pm, edited 1 time in total.

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 Post subject: Re: TUTORIAL: Modding sound effects
 Post Posted: Thu Dec 19, 2013 7:10 pm 
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Do i need erased that block completely or just null it, cause i tried both but still that error in FSB extractor :( Image Image

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