[Beta release] Ultrasound - sound effect replacement/addition mod

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v0.42: http://www.ficedula.co.uk/voices/Ultrasound_0_42.zip

Only change is that I've implemented a 7H plugin, so Ultrasound mods can be distributed & run through 7H without needing to install and run Ultrasound manually first. There's an example mod XML in the download, but let me know if anyone wants to do this, so I can help get it working.

@Kaldarasha: Sorry, didn't see your message before. Will take a look.
 
How do i use this with 7H, ive tried making into IRO and importing and also trieng it as a folder but there arent any voices in the area the tech demo has
 
Upload the iro somewhere and send me the link; I'll take a look and work out what the problem is.

Cheers
 
Well, there's a couple of issues;

1) Everything's inside an Ultrasound_0_42 folder within the archive; it shouldn't be
2) You'd need to rename 7HModSample.xml to mod.xml because that's what 7th Heaven expects it to be called - and edit the details to reflect the contents of your mod

....but I think you've also misunderstood: the 7H plugin is so you can create your own mod. Just archiving up the standard Ultrasound package doesn't achieve anything useful. The FF7 voices project hasn't released anything for download yet.
 
Ah they make perfect sense. So right now this mod doesn't actually do anything then? I kinda thought it was like beta/alpha release. Really wanted to try out what you had so far
 
Ultrasound isn't really a mod, so much as a tool for people to create audio mods. The voices team is one group that's using it.
 
So is the voices team still working and is it possible to get anything from them as an early test.
 
No, because our files will only work with our translated script, which hasn't been released yet (and won't until the project is done).

Ficedula has a few sounds in the wall market area, and he has replaced the sound that plays when you walk onto a save point.
 
What?

Oh right... I was very tired yesterday. Have mercy. It is still a brilliant tool.
 
Sorry for bringing this back but im having trouble with it. I tried a long while back when i had no idea how to mod myself and now i have a good deal of knowledge but not so much with the xml files. After downloading i renamed the 7Hexample to mod.xml. Hoping that was all i needed for the testers to work so i can figure it out myself but with this as an IRO 7H crashes at startup, the game runs and the voices do not play (the files inside belong to the kid next to the cat in wallmarket) any know where im going wrong?
 
I've read the first post, and it seems the way you've programmed this is similar to how I programmed Roses and Wine.  I.e., you've cheated ?  You look for a mem var change and then play the effect that matches.

But with a dll it should be possible to make a full and proper replacement of the sound. We can write our own code and disable the game version, thus emulating all the functions of akao correctly.

Do you have any desire to do this? Because I might at some point. I think it's time FF7 had the original sound effect quality.  At the least, the battle sound effects.  Does Ultrasound work this way for ordinary battle effects? 

I suppose with battle effects there wouldn't be any real need to do it differently to the cheating way, since there won't be any fading or other effects.
 
I'm not sure what you goals are.  Mine is to simply make a dll that will play menu and battle effects from a folder in high quality stereo ogg vorbis format. Which is definitely doable. I think Ultrasound is more of a general purpose tool.
 
So we should be fine then. I'm voicing the game. I got all areas sorted now. Only thing I cannot voice right now is inside battle text. If there is a way to do that then we have a perfect voice nod going.
 
I've read the first post, and it seems the way you've programmed this is similar to how I programmed Roses and Wine.  I.e., you've cheated ?  You look for a mem var change and then play the effect that matches.

But with a dll it should be possible to make a full and proper replacement of the sound. We can write our own code and disable the game version, thus emulating all the functions of akao correctly.

Do you have any desire to do this? Because I might at some point. I think it's time FF7 had the original sound effect quality.  At the least, the battle sound effects.  Does Ultrasound work this way for ordinary battle effects? 

I suppose with battle effects there wouldn't be any real need to do it differently to the cheating way, since there won't be any fading or other effects.
This is more or less what I aimed for until I meet the bug. The replacement is easy (while sill time consuming) with headphones, since FF7 has a strange behavior when plugin in other sound devices and doesn't recognize them automatically. So I was able only to hear the sounds I replaced on my headphones and nothing else.
For the future it will help if we separate the files for the modules (it will be easy to mod them later this way).
 
My dll would have no issue.  It would be modelled on RaW and would work perfectly with ogg files. I've already located most of the battle sound functions.  The question is panning and so on.  There's more going on here than just playing from what I can see.  Battle is more basic than field though.  Field has a whole raft of functions that are already fully documented.
 
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