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forerunner569

.MAP
Map to Map sound injection

5 posts in this topic

What you need:

-Assembly (Zedd's no sounds blocked)
-Assembly (latest DEV branch)
-something to make notes on, EG: paper
-A modified xbox 360 (EG: JTAG)

Step 1:
Find the sound(s) that you wish to inject using the no sound blocked assembly and extract them. I will

be using the "sound\vehicles\truck_cab\truck_cap_backup\track1\loop" from m70.map. Make sure you

have your resource cache setup. TIP: if you are extracting a sound with an "_in","_loop","_out" than just

extract using the [lsnd] tag rather than each individual [snd!] tag. DO NOT EXTRACT [uGH!]. EVER.

post-10080-0-29538800-1436433207_thumb.j

post-10080-0-16062300-1436433223_thumb.j

Step 2: Close the no sounds blocked assembly and open the latest DEV branch. Open the [uGH!] of both

maps (in my case it is m70.map and xbox_chaos.map) ans the [snd!] tag in each map.

Check that the tag you injected is identical to what was extracted.

Step 3:
Fixing stuff in [uGH!]:

1. Check that the "Platform Codec" indexes line up. For example, the settings in index 1 in m70.map may

be in index 2 of the new map. I they are the same, good, if they are not then change the "[ugh!]

Platform Codec Index" in the [snd!] tag to where the correct data is held (on the new map, obviously).

2. Making the new pitch range index. Click the plus icon next to the "pitch ranges" reflexive and add the

number of sounds you are injecting (for this example it is 1).
post-10080-0-86588000-1436433240_thumb.j
Now go to the original map's [snd!] tag and find the original "pitch ranges" index in the [ugh!] tag. Make

notes of each of the values wherever you want and then apply them to the new index in the new map.
post-10080-0-55213000-1436433258_thumb.j
Finally change the "[ugh!] Pitch Range Index" in the [snd!] tag to the new one.
post-10080-0-93647000-1436433272_thumb.j

3. For most other blocks in [ugh!] it is mostly the same as above, although you will need to change the

following values to the new indexes
-First Permutation Index in "Pitch Ranges" to "Permutations" block index
-First Permutation Chunk in "Permutations" to first of the new "Permutation Chunks" indexes
-Add the value of "Permutation Chunk Count" to the "Permutation Chunks" reflexive, add fill each in.
The "import name" indexes may need changing but can be set to 0 without any negative effects.

4. Make sure the injected [snd!] tags [ugh!] indexes match with the new ones you have made and save

all.

Step 4:
Make sure the sound is used by something you can spawn, EG: a vehicle, and transfer to your xbox.

Congratulations, you did the thing!

if it does not work then tell me the tag and i will try and find the issue.
I used this a while ago on the truck_horn and it worked fine.

AMD and Dark Universe like this

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I injected this sound: sound\vehicles\phantom\phantom_hover_right\track3\loop with the lsnd, and it worked. But why does the sound stop after like 3 seconds ?

EDIT: Nvm, fixed it.

Edited by Dark Universe

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Where can I download the "No Sounds Blocked Assembly?" I tried to extract sounds with the dev branch too, but it didn't import anything, thanks.

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