Fmod Sound Bank Generator
Tired of the muffled gun sound on your favorite leichttractor? Want to replace the Hummel engine sound with a low buzzing bumble bee, or the game music with your favorite metal tracks? Here's how: Extracting the original sounds World of Tanks stores its audio files in an FSB bank located in C: Games World_of_Tanks_closed_Beta res audio. Use FSB Extract to extract the WAV files from the.fsb bank. The audio format is ADPCM, which your PC might not be able to play with your default player (depending on what audio codecs you have installed). For easy playback you can use MusicPlayerEx. MusicPlayerEx can also convert the extracted sound files to regular PCM WAV (playable in most audio software) by dragging the FSB bank to the playlist which will list all the sounds, right-clicking on the sound and selecting 'Convert'.
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However with this conversion method you will get a generic file naming. Note: As of version 6.2.7, the format of some sounds have changed to MP3, for example in the music.fsb bank. These are directly playable in any MP3 player. Building a new library of sounds Unfortunately the extracted WAV files sometimes gives you little indication as to which sounds are used by which tanks.
As for example with the weapon sounds, only the Tiger sounds are named 'Tiger88mm_fire'. The rest are named '75mm_fire_01' to '75mm_fire_13' and similar. Many tanks also share the same sound. Replacing the sounds is therefore a matter of trial and error, either making an in-game recording of what sound your tank is making and then comparing it to the sounds to figure out which one to replace, or just replacing them all with similar sounds by auditioning them. Time permitting I will make a list of which gun sounds correspond to which tank. The actual creation and editing of sounds is a much longer topic, so I'll leave that out for this part.
Pdf to dsn converter weight google. Setting up FMOD Once you have built your new library of sounds, use FMOD Soundbank Generator to compile the FSB. You will find the.exe in C: Program Files (x86) Mod Tools FMOD SoundSystem FMOD Programmers API Win64 tools fsbankex.exe Rename the output file at the top left in FMOD to the same name as the original sound bank has, and set the output directory. Preferably just save it to the desktop for easy access when testing. THe FMOD profile settings are explained further down in this tutorial. Naming and order of sounds Your new sounds needs to have the same name as the sounds you are replacing. They also need to be placed in the same order in the sound bank, or they will play back at the wrong time, i.e.
Leopard getting the Tiger gun sound and so forth, or not play back at all. To figure out the order of the sounds you will need to audition the original sound bank and take notes of which sounds are played from first to last. This is the tedious part of making your own sound mods, lol. I will post lists of the correct order here whenever I mod a sound bank. Open MusicPlayerEX and drag the file 'weapons.fsb' (or the bank you are working on) to the playlist.
MusicPlayerEX will now display the correct order of the sounds - but with a generic naming. Listen to the sounds and compare them with the previously extracted sounds to figure out the order of the sounds. Creating your new sound bank Once you have figured out the order of the sounds, drag them in that order to the top left field of FMOD to place them in the bank. Note that you can save this as a FMOD SoundGenerator Project file, for opening later when you have made any changes to your mod. As long as the audio files remain in the same directory and have the same name, it will just process them again.
When you are done, press the hammer button (Build) to create your bank. The default profile settings in FMOD will work but create uncompressed PCM audio which results in larger files and more memory usage. The original WOT audio file format is ADPCM, which can also be selected in FMOD (IMA ADPCM) and which will create a smaller sound bank with a compression ratio of 4:1.
There is a clearly audible difference (the sound becomes slightly grainy and flat) so for any sounds that are played back frequently I would recommend testing a higher setting. You might also want to keep the ADPCM coding and experiment with sample rate. The original sounds in WOT uses sample rates of 11 kHz, 16 kHz, 32 kHz and 44.1 kHz. Anything below 44.1 kHz (which is also the sample rate of audio CD's) will produce a degraded sound.
The lower you go, the more grainy and noisy it will sound. Keeping everything at 44.1 kHz will provide the ultimate sound quality, but might also result in out of memory errors and performance issues, as a higher sample rate increases the file size of the sample and thus more memory needed to load it.