Custom In-game SE and Voices

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Custom In-game SE and Voices

Post  realnabarl on Mon Feb 11, 2013 2:49 am

Originally found by Chanwa1522.

Now I will write it in short:
Create a folder and name it "data" in your game folder. Put your customized SE and voices files in it and start the game program to make it available. The format of the files must be .wav and must have the same name as it in V5, then the SE or voice could replace the original one in the game.

This is a list of SorR v5 SE and voices, by CajNatalie:
Code:
data/se80.wav
data/seaxel2.wav
data/sor1_axel1.wav
data/sor1_axel3.wav
data/seaxel4.wav
data/seaxel1.wav
data/sor3_axel3.wav
data/bk3_axel1.wav
data/sor3_axel1.wav
data/sor3_axel2.wav
data/seblaze5.wav
data/seblaze7.wav
data/se19.wav
data/seblaze2.wav
data/sor2_blaze3.wav
data/sor2_blaze2.wav
data/sor1_blaze2.wav
data/sor1_blaze1.wav
data/seblaze6.wav
data/sor2_blaze1.wav
data/seblaze3.wav
data/seblaze4.wav
data/bk3_blaze2.wav
data/bk3_blaze1.wav
data/seblaze1.wav
data/se18.wav
data/semax1.wav
data/semax4.wav
data/semax5.wav
data/se21.wav
data/semax3.wav
data/se65.wav
data/seskate1.wav
data/seskate3.wav
data/seskate4.wav
data/seskate5.wav
data/se22.wav
data/seskate6.wav
data/seskate2.wav
data/sor2_skate1.wav
data/sor2_skate2.wav
data/sor2_skate3.wav
data/se55.wav
data/se103.wav
data/se105.wav
data/roo3.wav
data/se104.wav
data/se13.wav
data/adam.wav
data/sor1_hit.wav
data/adam1.wav
data/se64.wav
data/se16.wav
data/se28.wav
data/sev25.wav
data/sev30.wav
data/sev24.wav
data/sor3_shiva1.wav
data/bk3_shiva1.wav
data/sev37.wav
data/sev27.wav
data/sev21.wav
data/mrx.wav
data/sev2.wav
data/roo1.wav
data/roo4.wav
data/roo2.wav
data/sev44.wav
data/electra1.wav
data/sev20.wav
data/electra2.wav
data/se14.wav
data/rudra.wav
data/se29.wav
data/se32.wav
data/se36b.wav
data/se36a.wav
data/se47.wav
data/se59.wav
data/se60.wav
data/seg4.wav
data/se61.wav
data/seg1.wav
data/seg2.wav
data/seg3.wav
data/se51.wav
data/se75.wav
data/se86.wav
data/se87.wav
data/se41.wav
data/se27.wav
data/se4.wav
data/pajaros.wav
data/gato.wav
data/se81.wav
data/se43.wav
data/tortugas.wav
data/se35.wav
data/se56.wav
data/ambient10.wav
data/sev11.wav
data/se85.wav
data/truck.wav
data/tren.wav
data/ambient5.wav
data/seg8.wav
data/firework.wav
data/se84.wav
data/viento.wav
data/helicoptero1.wav
data/helicoptero2.wav
data/puerta.wav
data/helicoptero3.wav
data/step5.wav
data/se23.wav
data/se89.wav
data/se90.wav
data/sev46.wav
data/ambient12.wav
data/se82.wav
data/se83.wav
data/sev34.wav
data/compuerta.wav
data/vball.fpg
data/step6.wav
data/step_.wav
data/se42.wav
data/se76.wav
data/se78.wav
data/se77.wav
data/sev10.wav
data/se20.wav
data/sev3.wav
data/se8.wav
data/sev45.wav
data/sev17.wav
data/sev6.wav
data/sev7.wav
data/cadena.wav
data/sev26.wav
data/sev19.wav
data/ash.wav
data/sev36.wav
data/sev9.wav
data/sev47.wav
data/sev38.wav
data/bk3_yamato1.wav
data/sev35.wav
data/sev29.wav
data/se79.wav
data/se7.wav
data/se73.wav
data/se74.wav
data/sev31.wav
data/sev33.wav
data/vehelits1.wav
data/vehelits2.wav
data/sev40.wav
data/sev39.wav
data/sev41.wav
data/sev42.wav
data/bk3_yamato3.wav
data/bk3_yamato2.wav
data/sev5.wav
data/sev4.wav
data/se1.wav
data/se2.wav
data/se3.wav
data/se5.wav
data/se6.wav
data/se9.wav
data/se10.wav
data/se11.wav
data/se12.wav
data/se15.wav
data/se30.wav
data/se31.wav
data/se33.wav
data/se34.wav
data/se36.wav
data/se37.wav
data/se39.wav
data/se40.wav
data/se44.wav
data/se45.wav
data/se46.wav
data/se48.wav
data/se49.wav
data/se50.wav
data/se52.wav
data/se53.wav
data/se54.wav
data/sev1.wav
data/sev22.wav
data/sev12.wav
data/sev13.wav
data/sev23.wav
data/sev18.wav
data/seg5.wav
data/seg6.wav
data/seaxel3.wav
data/semax2.wav
data/se57.wav
data/se58.wav
data/se63.wav
data/siren.wav
data/se17.wav
data/se24.wav
data/se25.wav
data/se26.wav
data/se38.wav
data/seg7.wav
data/sev43.wav
data/se62.wav
data/seg9.wav
data/se68.wav
data/se69.wav
data/se70.wav
data/se71.wav
data/se72.wav
data/alien4.wav
data/rudra3.wav
data/rudra1.wav
data/rudra2.wav
data/alien1.wav
data/alien2.wav
data/alien3.wav
data/step0.wav
data/ambient8.wav
data/se88.wav
data/ambient1.wav
data/ambient4.wav
data/rudre.wav

This is Chanwa1522's sound pack:
Spoiler:
Chan1522 wrote:Finally,my research with V5 Sound Effects and voices has completed,and yes the modification of SE and VOICES for V5 is possible.I am trying to find more Sound locations within in the game,so that I can correct the remaining ones too.
Here is the progress so far-----

1. Fixed Rudra's Chakra Blade Special voice(now you can actually listen to her).
2. Fixed BK3 Blaze's Voice just like in original BK3.
3. SOR1 Blaze Char and SOR1 Blaze Boss(Twins) now have Original Boss Version Voice from SOR1.
NOTE:--SOR1 Nora,SOR2 Electra and Elle use this Voice also,So it will change automatically coz the game use same Voice address.
4. SOR3 Shiva's Voice Fixed just like the Boss Version,also applies to SOR2 Shiva ("WATAA" Enabled Laughing ).
5. SOR3 Shiva's Igajak(Final Crash) Voice Fixed when Voice Type Set To SOR3 (No More Baby-like Voice :mrgreen: ).
6. Barbon's Throw Voice is now available in HQ stereo Channel(Ripped from V4).
7. Fixed SOR3 Twins too high-pitched Voice to Original Voice.

How to use--
Download and extract the data folder and place in your SORRV5 Directory--
4shared.com/file/Ce8VKVwR/data.html

UPDATE(27/5/2012)
-Fixed BK3 Slum and Tiger/Pheonix Enemy Block Sound.
DOWNLOAD SORRV5 VOICE FIX

Trailer---


Feel free to give opinions,Feedbacks(+ive or -ive will be appreciated).

This is Cajnatalie's sound pack ripped from the original games:
Spoiler:
CajNatalie wrote:*updated with MediaFire link at request*

I guess I just prefer Blaze versus the Twins having different pitches. =P
Has some sort of appeal to me. XD

Anyway, ripping with Kega produced slightly quiet wavs... so I had to normalise for that Mania Demo I uploaded recently.

Then I realised that there's an Overdrive function. I tried switching that on, along with the HQ & Filter.
Replaced my Blaze HEY with the new one and it required no modification... her voice is just loud enough without being too loud.
Good thing, too... I wasn't quite satisfied with the normalised version.

And now for every single sound effect and voice ripped using Kega's HQ filters...
MegaUpload: megaupload.com G8KOP0SO
MediaFire: mediafire.com ?mv61yvc52s01tnr
These are 3 raw .wav files, with sounds in the same orders as they're played in the options screens.

There's a sound in SoR2 I played twice (I think it was hitting a barrel?) because I thought something was up... but no, it was correct.
Also, I restarted the SoR1 rips after doing 2 voices to make sure the first sound didn't have any loss (leave the game idle and it 'fades in' a sound just a little IIRC).

This my sound pack demo:
Spoiler:
realnabarl wrote:

You would feel nothing if you have not played YuYu Hakusho.

This is original lower-pitched Axel 3's Death Cry by Lorenzo The Comic:
Spoiler:
Lorenzo The Comic wrote:Axel 3's Death Cry uses the version you hear in the Sound Test. This should be the correct one. For some reason I prefer it lower-pitched.


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Re: Custom In-game SE and Voices

Post  LucasHB on Mon Feb 11, 2013 2:20 pm

I'm sorry, but I don't get it. Where do you create this folder? And how do you make the game recognize it? And if I want to revert to original effects later, how can I do it?

Is this how you change "stage clear" music and put sounds in cutscenes as well?

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Re: Custom In-game SE and Voices

Post  realnabarl on Mon Feb 11, 2013 2:41 pm

LucasHB wrote:I'm sorry, but I don't get it. Where do you create this folder? And how do you make the game recognize it? And if I want to revert to original effects later, how can I do it?

Is this how you change "stage clear" music and put sounds in cutscenes as well?
- The folder where sorr.exe located.
- The game will recognize it automatically, it is a built-in feature.
- Remove the files from there.
- Replacing 65.ogg which located in "[game folder]\mod\music\" with another file.

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Re: Custom In-game SE and Voices

Post  LucasHB on Mon Feb 11, 2013 10:00 pm

OH, cool. Thanks, man. 65 is for stage clear, right? What about cutscenes? How can I put music into them?

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Re: Custom In-game SE and Voices

Post  realnabarl on Tue Feb 12, 2013 4:28 am

LucasHB wrote:OH, cool. Thanks, man. 65 is for stage clear, right? What about cutscenes? How can I put music into them?
This is track replacing, you replace a track and it will be changed for the situation it supposed to be played. Nothing else.

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Re: Custom In-game SE and Voices

Post  Shiva on Sat Nov 09, 2013 9:29 am

Thank you, man.

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Re: Custom In-game SE and Voices

Post  craig2k7 on Fri Jan 31, 2014 5:45 am

I know it's pretty old but does anyone have a tutorial on to make this work?

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Re: Custom In-game SE and Voices

Post  BigDarsh on Fri Jan 31, 2014 6:35 am

I made an in depth tutorial on the other forum but a bit lazy to bring back here.

Very simple basic, create a data folder
'SoRRV5/Data'
put "wave" sound effect in it
name them with the right name (list of name in first post)
and let's go!

PS: My data base was much more complete (including what sound is connected to what wave sound)

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Re: Custom In-game SE and Voices

Post  Don Vecta on Fri Jan 31, 2014 6:39 am

BigDarsh wrote:I made an in depth tutorial on the other forum but a bit lazy to bring back here.

Very simple basic, create a data folder
'SoRRV5/Data'
put "wave" sound effect in it
name them with the right name (list of name in first post)
and let's go!

PS: My data base was much more complete (including what sound is connected to what wave sound)

Just copy/pasta from the old forums. Very Happy 

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Re: Custom In-game SE and Voices

Post  craig2k7 on Sat Feb 01, 2014 2:36 am

Well if just incase how can I test the sounds? just to be make sure which sound I'm replacing

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Re: Custom In-game SE and Voices

Post  BigDarsh on Sat Feb 01, 2014 9:16 am

I've made a database because you can't test sound. If you are patient, I will reupload it next month.

The fastest way to test is using sormaker and build some scene using a bit of everything but with methodology (this is what I did to do my database).

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Re: Custom In-game SE and Voices

Post  Don Vecta on Sat Feb 01, 2014 3:13 pm

Yeah, take in note that modding the sound wasn't intended in the first place. This is trial and error.

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Re: Custom In-game SE and Voices

Post  Garcia75 on Fri Nov 21, 2014 9:26 am

Isn't it possible to assign a single death scream to one specific enemy?
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Re: Custom In-game SE and Voices

Post  Don Vecta on Fri Nov 21, 2014 12:40 pm

Garcia75 wrote:Isn't it possible to assign a single death scream to one specific enemy?

Only certain characters have specific screams:


  • Cody and Trucker share a unique sound (it's like one of the many generic screams but with echo).
  • Most SOR1 and 2 bosses share a sound that is part of the random death screams, including Shiva-2 (enemy) and Mr. X (both player and enemy versions) (a deep uhooohhh! voice)
  • Shiva-2 (player only), Shiva-3 (enemy and player), Neo X, *sometimes* Robo X, Yamato, Jet-3 and Rocket share a sound (a mid pitched WAHHH~! voice)
  • Every female character and Ash share the same female death scream.
  • The rest of them mooks have randomized death sounds from SOR1, 2 and 3.

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Re: Custom In-game SE and Voices

Post  Garcia75 on Fri Nov 21, 2014 1:31 pm

Thx, so that's only available for OpenBor, editing the diesound syntax in the char txt file Arrow

Yesterday evening i noticed when i started putting my custom scream set, the game played them in addition of the default screams, until testing again today, they were really replaced cyclops

I also discovered some of them mess up with the number order: sev23.wav is actually voice14, sev24.wav is voice15 ect... i find it weird
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Re: Custom In-game SE and Voices

Post  Charco on Fri Nov 21, 2014 3:49 pm

Garcia75 wrote:Thx, so that's only available for OpenBor, editing the diesound syntax in the char txt file Arrow

Yesterday evening i noticed when i started putting my custom scream set, the game played them in addition of the default screams, until testing again today, they were really replaced cyclops

I also discovered some of them mess up with the number order: sev23.wav is actually voice14, sev24.wav is voice15 ect... i find it weird

Why do you find it weird? It's a hack, the feature was never intended to be in the game.

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Re: Custom In-game SE and Voices

Post  Don Vecta on Fri Nov 21, 2014 4:02 pm

More than a direct hack, a discovery using the data folder that allows voice customization. And of course, accordingly, some SFX's are shared with other values, so make sure to know what SFX are you using that won't break your overall sound scheme.

In my eyes, sound customization works wonders for tribute mods and perfectly tailored mods that won't affect other sounds. Requires lots of work to find the right sounds, though, so takes LOTS of trial and error.

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Re: Custom In-game SE and Voices

Post  Garcia75 on Fri Nov 21, 2014 6:27 pm

The wav files may also sound louder than the global volume of the game, such as mine Very Happy
I have a lil set of screams ripped off some OpenBor mods; while i play, those sound louder in SoRR

I also have WavePad, perhaps the amplifying tool can reduce their volume
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Re: Custom In-game SE and Voices

Post  Mr.Din on Sat Nov 22, 2014 8:28 pm

wasn't a list compiled that showed which wav file name went to what voice?

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Re: Custom In-game SE and Voices

Post  Saven on Sun Nov 23, 2014 3:14 am

Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.

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Re: Custom In-game SE and Voices

Post  Don Vecta on Sun Nov 23, 2014 1:02 pm

Saven wrote:
Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.

Yes, please. There was also a tutorial by BigDarsh about it, no?

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Re: Custom In-game SE and Voices

Post  Mr.Din on Sun Nov 23, 2014 5:21 pm

Saven wrote:
Mr.Din wrote:wasn't a list compiled that showed which wav file name went to what voice?

Yeah, I still have it on my PC. I guess I can go ahead and upload it if you guys want me to.
That would be lovely! Very Happy

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Re: Custom In-game SE and Voices

Post  Saven on Sun Nov 23, 2014 6:04 pm

mega.co.nz #!H48Q1DaD!Bj1m_aCTFPluJqih1PajznKvqC6PnVc8HGM5FojQ-bg

Enjoy! Here is the new updated link above and this is the last version, v1.7. The following is originally by BigDarsh:


Ok, I've almost finished it!

The purpose of this chart is to help modders to customize sound effects in seeing instantly what are the consequences of their changes in the sound data base.

If you have any information to add, that would be kind to speak about it here in order to update the chart.

If you think it could be clearer or if some names or attacks are not correct, or change the apparence; feel free to suggest too.

Update v1.1

- About 10 new Se has been found.
- Sheet 1 is still a quick review of all se but much clearer (I think...)
- Sheet 2 is my personnal data base, very in depth but not user friendly
- For this update, I tried to think as a modder, and it comes to my mind that having preset was something which will be welcomed by modders so I made some of them (Gui, murphy, robbot, ambient, break item etc). If you have any other preset you would like me to make, just ask for it. They are all avaible on the sheet 3.

- Now I understood the SE impact system settings, I've also added a characters chart which include preset for both voices (sheet 1), and se impact (sheet 3). The sheet 2 is just some preset I've made in order to identify every impact se.

Update v1.6
- 28 new Se has been found. (thanks to Chan1522 for the dat rip)
- Added a full detailed chart for characters including se,voices and se impacts (updated)
- Added a full detailed chart for mooks and bosses, voices, se impacts and se (updated)
- Added new themes and updated. (including death groups)
- Minor fix in typos
- the "readme" is updated too with some explanations and tricks.

Mook&Boss, and Characters sets updated list:
skate 2/3 blitz 3* (se imp)
abadede uppercut (se imp)
slum kick (voice)
signal 1 punch (se imp)
ash power blow/ flury ender (se imp last hit)
ash intro (ash Boss voice)
r.bear break door intro (se)
light saber air whip (se)
light saber atk imp (se imp)

Update 1.7:
Mook&Boss, and Characters sets:
Adam dash special (voice , se imp)
max pipe & katana bltiz were inverted (se imp)
mr X blitz (se)
Jet 3 rocket explosion (se)
Jet 3 diving roll (se imp)

missing se are: (16)
se39 / se57 / se63 / se89 / se90
sev18 / seaxel3 / semax2 / sor2_skate2/ cadena / compuerta
sor1_hit / step_ / step6 / tren / vball

rudre: make the game crash

Next Step:
This is what I wanna do and I'm pretty happy with it so I will not work on it anymore, unless someone ask me for a specific sound that I would have forgotten or if I find one by pure luck.

I wanna thank Eve for helping me with sormaker making this work more enjoyable.

Thank you for reading and maybe helping.  :wink:

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Re: Custom In-game SE and Voices

Post  Garcia75 on Sun Nov 30, 2014 11:53 am

.ods extension?? What could we do with these? Perhaps that could be OpenOffice documents?
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Re: Custom In-game SE and Voices

Post  BigDarsh on Sun Nov 30, 2014 1:06 pm

Yes, it is an open office document, but I've made a new version of it long time ago (2.0) which is online avaible with excel and with some new sound and new table.

tutorial here
http://www.sorrcommunity.com/t263-sound-effect-modding-tutorial

Table 2.0
https://onedrive.live.com/view.aspx?cid=2F2933F59569E458&resid=2F2933F59569E458!174&app=Excel

PS: I've found 2 new sound recently which are not in the table (87 and don't remember the other).

Please people, use the other thread (sound modding tutorial) for sound modding in order to help me to keep track.

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Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

-CajNatalie-
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BigDarsh
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