Changing battle theme
Jarleale
Member Posts: 114
in BGII:EE Mods
I want to make a mini-mod for my own game, changing the soundtrack of the fight against Baltazar with a soundtrack found on youtube.
I'm a newbie at audio-editing, so hopefully some of you can give me some tips.
I guess it would be something like this:
- need to extract the file
- cut the file (so it loops at the correct time)
- convert the file to correct format (?)
- change file name for Balthazar's battle music
Could someone help me with this?
Note: I'm only doing this to mod my own game by making the battle music more epic.
I'm a newbie at audio-editing, so hopefully some of you can give me some tips.
I guess it would be something like this:
- need to extract the file
- cut the file (so it loops at the correct time)
- convert the file to correct format (?)
- change file name for Balthazar's battle music
Could someone help me with this?
Note: I'm only doing this to mod my own game by making the battle music more epic.
0
Comments
https://www.youtube.com/watch?v=HDFjM4GqdsA
https://www.youtube.com/watch?v=GXFSK0ogeg4
first you'll have to know where the music files are located and how they are referenced...
Music is located inside the music folder, if you want to add new music you have to create a new .mus file. You could have a look at the already existing .mus files (which can be opened with any text editor like notepad++).
Also you could have a look into the iesdp:
https://gibberlings3.github.io/iesdp/file_formats/ie_formats/mus.htm
Now you have to create a folder where the music is stored with the same name as the .mus file.
Inside the folder you could've 1 or more acm files.
https://gibberlings3.github.io/iesdp/file_formats/ie_formats/acm.htm
I think you could use music in .ogg format for the Enhanced Editions, but I would stick with the original .acm format (I heard there are some problems playing the music too fast when they're in ogg format)
I would use snd2acm to convert .wav files into .acm files. (which I sadly can't find currently, but will attach a copy to this post)
Now if you got your music, you'll have to add this to the songlist.2da (also a textfile), which you can edit with NearInfinity/DLTCEP/weidu (I think a tutorial how to use any of this tools is easy to find... )
https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/songlist.htm
The last thing to do is changing the song reference inside the area file (which is ar5505.are in this case)
https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Song_entries
To make it easy for you I wrote a little weidu script which converts a wav file automatically to acm and adds it to songlist.2da and the area file, you'll only have to copy your wav to balthareasnd and name it mx5505.wav. (Inside this folder you could find the snd2acm.exe mentioned before)
I only changed the battle song here, if you want to change the day/night/win/lose song also to the same file, open the tp2 with a text editor and remove the // before the line (line 34-38) before installing
It doesn't contain loops currently, only plays the file as a whole, but it's a good point to start I think...
Maybe I should mention it, you have to use a save file where you've not visited the area yet, because the area is stored into the save file...
I always liked this bit, especially the bit from 2:30 to the 4:00 end. Used to use it in PnP games using big speakers and a voice synthesizer as well. At the end introduce the big bad they were trying to find. I tell ya, would start to play that and ya never saw such a scrabblin, runnin round, fast plannin, and head scratchin 'what do we do, what do we do!' before. Awww, the joys of DMing sometimes.
https://youtu.be/JSY1cllPb9E