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WMA sound recording/injection help?
Posted: Mon May 05, 2008 12:03 pm
by BattleSkarz
I'm making a mod with a friend where he does all the sound effects by voice. So far it's been going pretty well, we've got a "bleeping" sniper, a stuttering smg, a "shazaam"ing grenade, and a "douche"ing and "cock"ing shotgun, but we want to change the announcer and the ambient noise and stuff. However, those sounds are in .wma format, as opposed to the special .wav format everything else is in. We've been using Windows Sound Recorder for .wav, but how can we record .wma files that will work in Halo?
Posted: Mon May 05, 2008 12:43 pm
by Eaton
I recommend using some sort of audio converter to convert your WAV sound into a WMA sound. See if that works.
Posted: Mon May 05, 2008 4:55 pm
by BattleSkarz
Yeah, I'll try it. Thanks again, Eaton.
Posted: Tue May 06, 2008 1:01 pm
by CaptainPoopface
Yes, use a converter program. The WMA needs a very specific format though. I think it is stereo 44.1 kHz, 96 kbps compression with constant bit rate. Extract one of the WMAs in the map and try to view all its properties in your wav->wma converter program to be sure. Also, make the WMAs the last thing you inject. In my experience, they become corrupt if you add things to the map afterward. If you need to inject a long sound, swap with a fairly long phrase in one of the foreign languages, like the Chinese announcer saying "30 minutes remaining."
I've only injected WMAs, never .wav files. I didn't know you could use Windows Sound Recorder to get the proper .wav format.
It is actually pretty funny when you randomly swap the common game messages with foreign language phrases. Swap "Slayer" with the Japanese announcer saying "Kill Frenzy!", swap "gained the lead" to the German version of "Bomb planted," "suicide" with the Chinese announcer saying "Untouchable," etc. One of the first things I did with DotHalo in my early days.