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silent.wav / xwm (mod sound replacement)


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Posted

here's a simple .wav file, that i've created, with nothing but silence.

 

you can use it simply by copying and rename to the name of that file wich one you want to replace.

 

i use it with the "butterflys of dibella" mod at the moment. maybe useful with "chinadress", too.

 

i offer a .xwm for music replacement, also. simply copy and rename it to the music, wich you want to replace.

Posted

Why~~ :( U dont like the voice of charming Woman? Dibella's butterflys.... well... speak korean. maybe we need english speaking woman.

Posted

sry sdd500 i'm eurpean guy. the sound of such language combined with a horrible speaker and saw noise, i'nt good to my ears.

maybe the modder will give me some clear samples of a korean speaking woman and i'll will start my renoise (renoise.com) and will see what i can do.

 

i prefer a more godlike sound that comes from the off to use such power like "butterflys of dibella".

Posted

@sdd500

 

http://magnatune.com/artists/albums/ishwish-remember/

( http://magnatune.com/artists/albums/ishwish-remember/03.m3u )

listen the beginning voice from "Massassi Morning Star" (simply click the track)

 

that is what i mean with a "godlike" voice in that case. you'll hear them but they are everywhere and present but you can see anything, it is only in your mind.

 

or this one

 

"Sooner Or Later (Acappella)" by Trifonic

http://ccmixter.org/files/trifonic/14568'>http://ccmixter.org/files/trifonic/14568

 

or

 

"Broken (heart/dream)" by septahelix

http://ccmixter.org/files/septahelix/34070

 

"Sooner or Later (Deeplastik & Stonemason)" by Deeplastik

http://ccmixter.org/files/Deeplastik/35247

 

 

btw.: http://ccmixter.org are good source to find samples, sounds and music. they all with cc-license and you can use most of it, to create new stuff with it. all what you have to do, are refering there work by using the form that they want.

i thinks it is a great source for dance mods and other ones with soundconcepts affected by music.

 

  • 2 weeks later...
Posted

I tried putting these files in place of the music files from "illdanceforyou2" mod and the game crashes right after choosing a dance move.

 

Are those music files hard coded through the mod somehow? How can I get this to work? I want the illdanceforyou mod to not have any loud music playing at the back when I activate it.

Posted

you have to use the silent wave and you have to copy and rename it to the name of that wav wich you want to replace. then overwrite or delete the original (backup?) and use the renamed new (silent) wav at the same place.

 

procedere are the same with replacing xwm files with silent.xwm.

Posted

Thats what I did. I deleted the original files, each time I renamed them. I even tried the xwm files too.

 

I'll try it again.

 

edit -----

 

*Nope doesn't work.

Posted

don't rename the original files. you have to put my silent.wav to that folder, three times and then rename my three copys of my silent.wav to the names of the three ones from the i'll dance for you. that mod refer to galaxias.wav and .... and ... you. isn't a file with expected name there, ctd sure.

Posted

Thats what I'm doing. >.< Sorry if I'm confusing you. But like I said, I place your silent wav files in that folder one by one, and rename them with the original music files. It doesn't work.

 

I came up with another solution, I just de-amplified the original music tracks using audacity, to decrease the volume. I could silence them that way too. I think the mod detects the timing of how long those tracks are, so maybe thats why the short silent wavs don't work.

Posted

k makes sense, the dancing animation are synchronised with the music files.

i'm using renoise to create my sounds or non sounds.

 

  • 2 weeks later...
Posted

Kinda off topic.. but is it possible to replace the sounds of dibella's butterfly? I tried using some small kb voice files from another game in wav format and it was just silent in game.

 

edit: nvm, had to convert the bit rate and it worked :)

Posted

at this thread we've figured out, if sound will bee played depends on the expectation of the current/affected mod.

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