DEC42

AudioSINS

AudioSINS

Should I change the project name?

I don't think all of you know that I've been coming up with an audio mod for Sins, mainly because I was very vague. So:

Presenting AudioSINS, a project dedicated adding more music to this epic game.

I'm following the instructions given to me by Kryo here: https://forums.sinsofasolarempire.com/313394

Currently, the mod is in Pre/Alpha stages, with our first 'release' on 7/7/2008. I highly reccomend anyone who has a broadband connection and knows how to use their BitTorrent client should download it via BitTorrent and seed! I'm not going to be able to do this myself.

Torrent link. A BitTorrent client is required to download from here.

(Rapidshare)

AudioSINS v0.1a Part 1

AudioSINS v0.1a Part 2

AudioSINS v0.1a Part 3

AudioSINS v0.1a Part 4

Rapidshare Instructions: Download all 4 parts and then open up AudioSINS_v0.1a_7.7.2008_.rar
You don't have to worry about extracting each part, as it will extract whole from the first file.
Read the README for pete's sake!

Whoever downloads it using BitTorrent can just extract the RAR and follow the README.

AudioSINS_v0.1a_7.7.2008.rar

Oh, and for anyone who'd like to talk to me over AIM: smartycyberG

I'm on a lot of the time, usually in the background while working on Sins.
181,364 views 61 replies
Reply #26 Top
Oh, definitely; I didn't include the FA music in the list up there, just 'cause I was too lazy.

I do realize with the SupCom, UAW, and other tracks (including from movies) that there is a large amount of tracks, over 150, with the existing music.


If anyone would like to listen to a 55 song medley to help narrow the track list down to 38 (keeping the amount of tracks to 115), I'll post the sound pack, plus the new revisions of the Game and SoundData files, but only if you guys want to.

I'll work on the files myself, but since you guys have expressed an interest in the mod, I want you guys to be able to pick, too.

-Edit-

Just found something out - 'Lying' to the game about the number of audio tracks prevents Sins from crashing. Dev.exe gave no errors. I'm going to play a nice long round on Sins to see if I hear any of the tracks.

-Edit2-

Quick pseudo-poll -

How many of you have WinZIP? WinRAR? IzArc? ZipGenius? 7Zip?

The entire archive will have to be around 400MB. I could split it w/ WinRAR, but you guys would need WinRAR on your end to open it. Same with IzArc. Ugh, 400mb is big in itself. Perhaps I should 7Zip it? It would be a bit BOFH-like, but it would be the best way of fitting all this.
Reply #27 Top
Don't worry DEC. Most people have WinRAR now days. Besides, 7Zip is free so if they need to people can just download that. If you put a 7Zip link in your post then that would definitely help.

Hey, we're here to help, because as soon as this mod is finished, we can listen to some better music in Sins. I wonder if DANMAN will want this in 7 Deadly Sins.
Reply #28 Top
I just considered something; What if we did transfer over BitTorrent? It's not hard to set up, and it would allow many people to seed and be able to distribute the mod quickly.

What do you guys think? 400 megs is our v0.1a release size.
Reply #29 Top
I got WinRAR and 7zip.

I'd like to see some of the original HaloCE soundtracks in Sins(ie Truth & Reconciliation Suite :D )

If its posible, could you make smaller versions for us dial-up people?
Reply #30 Top
=O

*stammers* D-dd-dial-up...

My goodness, what is it like?

Yes, I will make specific audio packages, and shrink them further for you guys. The problem is, compressing OGGs is a tricky thing to do, even with 7Zip. I'll toy around with the idea. I've got parts one and two uploaded...

another 100 minutes to go...

AudioSINS v0.1a Part 1

AudioSINS v0.1a Part 2

I'm going to go ahead and post the complete file on a torrent indexing site. Rapidshare will not work for large packs like these.
+1 Loading…
Reply #31 Top
Lying to the game about how many tracks are included will also mean that the game will ignore all the files you lied about :P

The limit is hard at the moment unfortunately, but it's also shared with all the other sounds in the game, ie, if you removed one of the lines from the TEC light frigate, you could add in another music track.
Reply #32 Top
I'm going to go ahead and post the complete file on a torrent indexing site. Rapidshare will not work for large packs like these.


Filefront possibly? Free, quick, easy. Plus they have a 1 Gig limit on hosted files so you're well within it.

Reply #33 Top
Lying to the game about how many tracks are included will also mean that the game will ignore all the files you lied about The limit is hard at the moment unfortunately, but it's also shared with all the other sounds in the game, ie, if you removed one of the lines from the TEC light frigate, you could add in another music track.


Interesting, still don't understand why the limits arn't dynamic though.
Reply #34 Top
Lying to the game about how many tracks are included will also mean that the game will ignore all the files you lied about The limit is hard at the moment unfortunately, but it's also shared with all the other sounds in the game, ie, if you removed one of the lines from the TEC light frigate, you could add in another music track.


Woah, wait a minute... does this mean there is a hard limit on the total sound entries in the game? I hope not, because that would drop a big brick in my gears... adding a new race means adding a whole palette of unit sounds, voice sounds, game event sounds etc. And that's a lot of sounds to be added.

Especially since I aim to have three new races in eventually.
Reply #35 Top
Yeah, what I meant by the comment just above here is that it would seem likely that adding 'lots' more sounds would be common for mobs, and since the game is definatly made to support mods you would have thought they would plan for this.

I guess they were working too hard on getting the game ready to release, which is good.
I hope they change it sooner rather than later though - nothing is more frustrating that not being able to do what you want to do in a mod because of a limit on numbers.
Reply #36 Top
Confused by this:

"I'm not sure I understand the second question. It wouldn't matter if you had a lot of entries in the sounddata files - although it might cause problems loading.."

So which one is it? I'd hate to go spend hours and days doing the sound effects only to hit a brick wall at the end of it.

Personally, I kind of doubt there is a limit of normal sound entries... because if there is, any serious modding effort which aims to do more than just tweak is going to feel the blow. And I can't imagine the dev team would not see something like that coming.

Though they kind of missed on the whole "what if someone wants six frigates in the game?" issue...
Reply #37 Top
Personally, I kind of doubt there is a limit of normal sound entries... because if there is, any serious modding effort which aims to do more than just tweak is going to feel the blow. And I can't imagine the dev team would not see something like that coming.

Though they kind of missed on the whole "what if someone wants six frigates in the game?" issue...


Are you thinking of capitals?

As for the sounds thing, I just added 20 entries to all of the sound files (60 more), and it gives me a MAXSIZE error. I take them away until I have 41 (no matter in which file) and then it runs, 42 crashes. Maybe 'ive got something wrong but they seem to have a max sound cap of 1100 sounds, and theres comes to 1059.
Reply #38 Top
Perfect. Excuse my italian, but crapolino! The only good thing here is that they seem to be aware of the hardlimit problems and are working on lifting some of them.

Now what we need is a hardlimit on the number of string entries and the box-in is complete... seriously, anyone tried doubling the number of entries in the string file?
Reply #39 Top
Aractain's post was confusing...

What we've found out in the SoundMusic.sounddata file, there seems to be a limit of 115 tracks in the file, at least for the entry that says how many files total there are. Anything above gives an error in dev.exe

But anyways, this is an Alpha release. If anything needs to be changed, I can reupload the two major files and link them directly here, while I can just modify it for the torrent.

I suppose the devs didn't think we would be adding more voice acting and everything. And I agree; anyone who's going to mod in a new race would like music to go along with the race. Perhaps we could coax some of the devs to increase the hard-coded limit in the next patch?

-Edit-

Filefactory has a limit of 300MB per file, anyways. I won't bother uploading there unless a group of people can not both download from Rapidshare or torrent it.

Ooh! I have good karma! (An accomplishment for a heathen such as myself)
Reply #40 Top
Aractain's post was confusing...What we've found out in the SoundMusic.sounddata file, there seems to be a limit of 115 tracks in the file, at least for the entry that says how many files total there are. Anything above gives an error in dev.exeBut anyways, this is an Alpha release. If anything needs to be changed, I can reupload the two major files and link them directly here, while I can just modify it for the torrent.I suppose the devs didn't think we would be adding more voice acting and everything. And I agree; anyone who's going to mod in a new race would like music to go along with the race. Perhaps we could coax some of the devs to increase the hard-coded limit in the next patch?-Edit-Filefactory has a limit of 300MB per file, anyways. I won't bother uploading there unless a group of people can not both download from Rapidshare or torrent it.Ooh! I have good karma! (An accomplishment for a heathen such as myself)


I wanted to let you know that I have been following you mod. Great music! BUT, I seemed to have hit the same hardcode sound limit...and it has really hampered the progress of 7 DEADLY SINS. I was in the middle of making all new sounds for my new races, and i hit the same error.

So, this being said:
Lying to the game about how many tracks are included will also mean that the game will ignore all the files you lied about The limit is hard at the moment unfortunately, but it's also shared with all the other sounds in the game, ie, if you removed one of the lines from the TEC light frigate, you could add in another music track.


Are you guys working on this? We REALLY need this hardcode problem to be fixed, along with other hardcodes, but this is a major one.

Anyway...DEC42, with your permission...and pending Ironclad fixing the hardcodes...I would love to make this part of 7 DEADLY SINS...

DANMAN
Reply #41 Top
Aractain's post was confusing...What we've found out in the SoundMusic.sounddata file, there seems to be a limit of 115 tracks in the file, at least for the entry that says how many files total there are. Anything above gives an error in dev.exe


Whats confusing? >< :P

The 115 tracks thing is old info now, I didn't realise they have a all sound hard limit. Its 1100 total sound (any kind) entires maximum now. :(
Reply #42 Top
D-dd-Danman??

The exalted DANMAN is posting in my thread?

It would be an honor to have my mod included in the awesomeness that is known as 7 Deadly Sins

By the way (42nd post, woot!), has anyone begun to download the release?
Reply #43 Top
I'm downloading. But need more seeds. I think I'm one of first to DL so there's nothing wrong on anyone's end.
Reply #44 Top
Indeed, my upload rates are a bit slow, but it's great to soon have you as a seed.
Reply #45 Top
Temporary solution to hard limit: strip the unit voiceovers. As it is, every unit has three separate voiceovers for each command type acknowledgment. If you strip two of these, it would mean a lot of room for new stuff.

It sucks as a long-term solution, but if you need space urgently this is, it seems, the only recourse for now.
Reply #46 Top
No, we won't resort to removal of voice files yet. I'll rerelease a trimmed down version with the help of Sparda and anyone else with the courage to download the music. Not to mention, I've got plans for Halo and an unofficial Star Wars pack coming up.
Reply #47 Top
Wait, isn't 13 sounds per empire enough?

I mean you can have a "Yes sir!" voice for all the units, 2 event voice overs "Something Good has happened!" and "Something Bad has happened!"

And then 10 weapons sounds. MORE than enough!! :)



lol
Reply #48 Top
D-dd-Danman??The exalted DANMAN is posting in my thread?It would be an honor to have my mod included in the awesomeness that is known as 7 Deadly SinsBy the way (42nd post, woot!), has anyone begun to download the release?


You are too kind. Thank you for the permission to merge. I just hope that Ironclad can do something about the hardcode limits. I am sure ManSh00ter will agree.
I am just a guy trying to give the players the best I can, along with all the other great works out there. I take modding seriously, and I hope the developers do too, and will support us on this. It makes modding difficult when there are invisible hardcodes that cause errors, and then you think the error is your fault.

I would also be happy to download your music files.
Also, you should try filefront. It's the site I use to host 7 DEADLY SINS.

DEC42, I am looking forward to seeing more of your great work.

DANMAN
Reply #49 Top
Wait, isn't 13 sounds per empire enough?

I mean you can have a "Yes sir!" voice for all the units, 2 event voice overs "Something Good has happened!" and "Something Bad has happened!"

And then 10 weapons sounds. MORE than enough!!

lol


Well, I suppose, but without decent voice acting (No offense to Stardock) variety keeps me sane. Weapon sounds are a must as well.

Another thing I would like to ask: Would anyone mind a conversion mod?

What I have in plan for this is to change out all the music in Sins for ann even larger Tour de force, with new TEC, Advent and Vasari tracks. These would be taked form soundtracks already used in AudioSINS, plus more, from C&C3, Enemy of the State, BF2142, SupCom FA, and others I can find on my HDD. I would also change some of the 'Something Good/Bad Has Happened' music with appropriate counterparts.

By the way, DANMAN wasn't listed under the Sins section of Filefront... I uplaoded it there, anyways.

Reply #50 Top
(You know I was jokeing right... I mean... 13 sounds per race (3 races), when the game uses about 300 each.)