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How to change the intro music?


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Posted

I did UNgtp the gtp file but I can not find the intro tune, can sombody pointing out were to find that intro music? I would like to change that music to something different and make a mod. 

Posted

 

what file extension is il2 using in game for music, is this an .FBS extension? 

Posted

Gui_Music_Cut_var2.wav

 

It's in the main.fsb file. It's possible to unpack, replace the sound and repack it.

  • 3 weeks later...
E69_Hans_luchs
Posted

How its possible??Which is the program to open this archive and replace the sound?

 

Thanks

Posted
On 10/16/2018 at 6:01 PM, Ptk said:

Just replacing sounds in the fsb was never really an option though. You can do it with  https://github.com/gdawg/fsbext  but they'll sound like crap if you don't get the mix right. Most of the time there is 2-5 individual wave files playing for each effect.

 

Quoting myself here...

This isn't that hard actually. You do have to get the mix correct however. What they've done in fmod basically (page 188 of the manual http://www.mediafire.com/file/tol52mvp24bzpfg/fmod_designer.pdf/file )  is something like this. So if you extract the sounds and remix/replace them using the same lengths and sounds that blend together nicely it's do-able. If you're not familiar with fmod what's basically happening is that as you increase rpm/load/speed the sound played is "load" and the "unload" sound is blended out.

 

 

engine.thumb.jpg.86bde26796bd543980c05e9081684632.jpg

 

 

When the fsb is extracted you'll have a bunch of rpm files, sometimes they're named load/unload, sometimes in/load, the "outs" are the external engine sounds. What you'll notice when playing them is that the load sounds have a lot of "wind" sound mixed into the .wav file. What I've done in http://www.mediafire.com/file/g3t9or9urp3mrs5/engines_mix_3006_beta.rar/file is mix the external engine sounds (using audacity) with the "load" sounds, making the original "wind" mix less noticeable and allowing the engine sounds to come through more. 

 

extract.thumb.jpg.e61e29ac716ec272b86f320b042fd900.jpg

 

To use fsb extract (https://github.com/gdawg/fsbext) put it in your "working folder" and create a couple shortcuts to the fsbext.exe naming one "extract" and the other "rebuild". Add the following to the "extract" shortcut. 

 1998560571_extractfsb.jpg.b0d5be11f255a91657e368b40f9f7156.jpg

 

Add this to your "rebuild shortcut.

image.png.5d3947e0b7e809fa9c8f4d7b0226e059.png

 

Create a folder called named "myfolder" in your fsbextract folder, copy main.fsb to your fsbextract folder, double click the extract shortcut, edit the sound files (don't delete files, the rebuild will error if it doesn't find the same names, use a blank wav) , double click the "rebuild" shortcut and it'll create the file output.fsb. Output.fsb is loadable in game after renaming to main.fsb.

If you're starting over with a "fresh" main.fsb delete files.dat.

Posted (edited)

I managed the process- replacing certain files with the same name and format. However, after repacking, setting up the new "main" sound mod, the new files do not play.

 

Is this because the vary in lenght from the original? The files were .wav and were replaced with .wav

 

I changed a few of the merlin sounds, with samples I had myself and that I converted. However, when firing up the game, none of them play. I can hear that the origianl files are edited (as they do not play either) .

Edited by Redeye
Posted

If your samples are different lengths they should still play, but it'll sound like crap. Gaps in the sound and weirdness as it loops. I edited my changes to the same lengths as the originals using audacity.

 

Are you checking your changes using fmod event player? It's much easier to control/hear your edits at a specific rpm. 

  • 10 months later...
Posted

Where do you find the main fsb ?

  • 2 years later...
Posted

Sorry for gravedigging......but is there a 'simple' version of this mod? Would love to just be able to choose and audio file and drop it into a mod folder :(

  • Upvote 5

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