Monday, October 4, 2010

Adding Custom Sounds to Crysis Wars


UPDATED 6 Oct 2010::


added: Folders and Naming
added: 1b and 10b to "FMod"
added: 3b & 3c to "Setting Up Flow Graph in Crysis"

Programs Required ::

Links ::


Folders and Naming ::
1. Create a new folder on your local hard drive, and give it a unique name (eg. student id/name)
Note: Don't use underscore or any unusual characters.
2. Your folder name must be the same as your .fev file (.fev file is created by FMod in step 10.), in order for Crysis to play your custom sounds.


FMod ::
1.  Create a new FMod Project
1b.Save it to your Project Folder that you created in step 1 and name it the same. E.g.
2.  Rename your Event Group
3.  Drag your .wav files into your Event Group
4.  In "Events" tab : change OneShot: Yes
5.  In "Event editor" tab : right click sound bar, select Sound Instance Properties : change Loop mode: Oneshot
6. In "Sound definitions" tab : Leave default
7. In "Wave banks" tab : change Bank type: Decompress into memory
8. In "Wave banks" tab : change Compressions: ADPCM
9. In "Wave banks" tab : change Optimize sample rate: Yes
10. Select Build > Build Project
10b. If you are not building your sound files for the first time, then you will have to "Clean Build Files" first. This will delete any existing built files.

Setting Up Sound Folder for Crysis ::
1.  Make a new folder in your "Game" folder
2.  Rename it to "Sounds"
3.  Copy your FMod Project Folder to here. (make sure you have "built" your project in FMod)

Setting Up Flow Graph in Crysis ::
1.  In Flow Graph Editor add a new node: Sound: PlaySoundEvent
2.  Assign it to Graph Entity/Local Player (location at which you want sound to be played)
3.  Browse to your SoundEvent and click ok
3b. If you cannot see your Project Folder in the Crysis Sound Browser, try clicking refresh.
3c. If you cannot play your sounds in the Crysis Sound Browser, try restarting Crysis.
4.  Now you can play your sound in game by triggering the "Play" input.

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