- In the game folder, find the subfolder "gamehacks". If it doesn't exist, create it.
- Inside that folder, find the subfolder "music". If it doesn't exist, create it.
- Inside that folder, put your music! It must be in OGG format. Here's the naming scheme:
- Name the file based on the ID of the song you want to replace! (eg. EHZ =
b.ogg) - Make sure there are no leading zeroes. (Good:
1.ogg, Bad:01.ogg) - Make sure all letters are lowercase. (Good:
1f.ogg, Bad:1F.OGG)- Make sure the
.oggis lowercase too!
- Make sure the
- For act 2 tracks, name the file
[id]_2.ogg. (eg. EHZ2 =b_2.ogg)- Act 3 is the same, but with 3 instead of 2!
- Act 1 tracks can be named either
[id]_1.oggor just[id].ogg, it's your choice.
- You're done! Don't even need to restart the game; the next time the track plays it should just work(tm).
Follow this tutorial noting a few differences:
- LOOPSTART is in seconds instead of samples. Don't switch your time display to samples.
- LOOPLENGTH doesn't exist, so don't use it. Instead, make sure your song is trimmed to the point that you want it to loop.
- In the game folder, find the subfolder "gamehacks". If it doesn't exist, create it.
- Inside that folder, find the subfolder "sfx". If it doesn't exist, create it.
- Inside that folder, put your SFX! It must be in WAV format. Here's the naming scheme:
- Name the file based on the ID of the sound effect you want to replace! (eg. jump =
30.wav) - Make sure there are no leading zeroes. (Good:
1.wav, Bad:01.wav) - Make sure all letters are lowercase. (Good:
1f.wav, Bad:1F.WAV)- Make sure the
.wavis lowercase too!
- Make sure the
- For left/right ring panning, name the files
2C_l.wavand2C_r.wav.- You'll still need to pan the audio yourself.
- You're done! Don't even need to restart the game; the next time the sound effect plays it should just work(tm).
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