You can do that yourself if you have the .wav files for whatever voice set you're trying to get.
Create a Sounds Folder in C:\Users\[Username]\Documents\[IE game of choice] - Enhanced Edition and copy the .wavs in to that folder.
If you're trying to import Icewind Dale in to Baldur's Gate EE, you'll have to remove XXXXXX N-R.wav (sound calls are different between games) and rename X and Y to S and T (Rare clicks).
Thanks for the input. I'm a little confused. The sounds I'm wanting added into Icewind Dale Enhanced Edition are sounds that were in the original that had to be removed in the making of Enhanced Edition (the voice sets had to be downsized from the original in order to function while running on the Baldur's Gate 2 engine as IWDEE does). If I'm not mistaken your above method would not actually expand and restore these missing voice set sounds, correct? Please clarify.
I think @Bigfish misunderstood your request. For maximum clarification:
IWD:EE contains all of the original IWD sound sets, but because of the way creature files are structured in the EE engine, there are several sounds from each sound set that are never played. The request here is to modify the creature file structure to re-enable those sounds for IWD:EE.
The sad reality, here, is that changing creature file structure has the potential to break every single creature in the game in potentially unpredictable ways. It also requires that IWD:EE's engine be different from BG:EE's engine, which disrupts any efforts to keep the two games in stride with each other (and would also potentially create problems for modders who want to create mods that work for both games). There were some hard conversations about this before we decided not to support the soundsets' full list of sounds, and I don't know that those conversations will be revisited.
But thank you for bringing this up, and don't lose all hope. Just know that given the complexity of the issue, it's unlikely that the current behavior here will be altered.
Comments
Create a Sounds Folder in C:\Users\[Username]\Documents\[IE game of choice] - Enhanced Edition and copy the .wavs in to that folder.
If you're trying to import Icewind Dale in to Baldur's Gate EE, you'll have to remove XXXXXX N-R.wav (sound calls are different between games) and rename X and Y to S and T (Rare clicks).
Thanks for the input. I'm a little confused. The sounds I'm wanting added into Icewind Dale Enhanced Edition are sounds that were in the original that had to be removed in the making of Enhanced Edition (the voice sets had to be downsized from the original in order to function while running on the Baldur's Gate 2 engine as IWDEE does). If I'm not mistaken your above method would not actually expand and restore these missing voice set sounds, correct? Please clarify.
IWD:EE contains all of the original IWD sound sets, but because of the way creature files are structured in the EE engine, there are several sounds from each sound set that are never played. The request here is to modify the creature file structure to re-enable those sounds for IWD:EE.
The sad reality, here, is that changing creature file structure has the potential to break every single creature in the game in potentially unpredictable ways. It also requires that IWD:EE's engine be different from BG:EE's engine, which disrupts any efforts to keep the two games in stride with each other (and would also potentially create problems for modders who want to create mods that work for both games). There were some hard conversations about this before we decided not to support the soundsets' full list of sounds, and I don't know that those conversations will be revisited.
But thank you for bringing this up, and don't lose all hope. Just know that given the complexity of the issue, it's unlikely that the current behavior here will be altered.