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Orcs/Undead/NightElf
(same as the previous ones, except the words
Sound\Music\mp3Music\"Race"1.mp3
And you will replace the in-game music with your own, but you "need" (if you need /exactly/) to make the sound a little bit quieter.
UnitSoundReplaces:
I ask Tomoraider, how he renders the unit sounds, he says:
22050Hz, Stereo to mono and Waw 16 Picc. rendeering format.
I try and it worked!
You need to overwrite any unit sound files, there is no way to create a custom one.
Such as:
/Units\Human\Peasant\PeasantPissed1.wav/
You can replace it with another unit sound path, you can see it for yourself at the sound editor if you move your cursor at the "little table" when you open a sound.
I actually hadn't thought of replacing in-game music. Good to know!
For how you render unit sounds, am I able to render music files in the same way?
(currently custom music in my campaign takes up a lot of MB in comparison to other imports)
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you can replace it, and you don't have to put a trigger to make it function.
Humans
Sound\Music\mp3Music\Human1.mp3
Sound\Music\mp3Music\Human2.mp3
Sound\Music\mp3Music\Human3.mp3
Sound\Music\mp3Music\HumanX1.mp3
Orcs/Undead/NightElf
(same as the previous ones, except the words
Sound\Music\mp3Music\"Race"1.mp3
And you will replace the in-game music with your own, but you "need" (if you need /exactly/) to make the sound a little bit quieter.
UnitSoundReplaces:
I ask Tomoraider, how he renders the unit sounds, he says:
22050Hz, Stereo to mono and Waw 16 Picc. rendeering format.
I try and it worked!
You need to overwrite any unit sound files, there is no way to create a custom one.
Such as:
/Units\Human\Peasant\PeasantPissed1.wav/
You can replace it with another unit sound path, you can see it for yourself at the sound editor if you move your cursor at the "little table" when you open a sound.