[Sounds] About .bev files

Paulus

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.bev files are .fev files (used by the FMOD software) that contains sound event definitions, you can uncompress them in the same way you uncompress bsb, there is just an additional header to remove

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sounds that are used in files are referencing an event that is defined in the FMOD project for example a sound for a fire elemental:

XML:
<Item>
    <animation href="/Creatures/FireElemental/Animations/FireElemental.HitCritical.(SkeletalAnimation).xdb#xpointer(/SkeletalAnimation)" />
    <objects />
    <sound>
        <name>/Creatures/FireElemental/hitcritical</name>
        <project href="/SFX/Creatures/Creatures.(FMODProject).xdb#xpointer(/FMODProject)" />
    </sound>
</Item>

you'll find an event /Creatures/FireElement/hitcritical in the fev file definition
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it is defined to call sound data from the fsb sound bank:
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al5yal511

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Voice localization​

There are more than 2000 voiceover files in the game that can be localized for your territory. (Note: Numbers are valid for Russian [v11] and higher.) These files fall into 2 categories:
  • Racial/gender-specific combat yells and emotes. Usually they are played along with the animations looped for the time of the playback. Try to maintain the length of localized files the same as the original to avoid glitches.
  • Scripted NPC speech played in instances when certain gameplay events occur. Game mechanics of some bosses may be closely tied to the lengths of such files.
As a general rule, as long as the length of each localized audio file (in milliseconds) remains in range of 90-110% of the original length, there should be no problem with integration or playback.
Should you decide to record localized voiceover for your territory, your account manager will provide you with the source WAV files, as well as XLSX file containing transcribed texts in Russian and English:
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Notes:
  • At the moment complete voiceover exists for Russian version only, so you will have to use Russian sounds and English texts as a basis.
  • There are two files playing in start-up instances (IE1\08-10_Dialogue_Mechanic-Master.wav and IE1\16-18_Dialogue_Master-FirstMate.wav) where different characters are speaking in turns. You should record the takes of each actor separately and then combine them in a sound editing program, keeping the original timings.
    *Important: Newly recorded files must be saved exactly in the original format, such as PCM encoding, 16 bit etc. Note that some of the original files are stereo 22 kHz, while the others are mono 44 kHz.
When you are finished, send the localized files back to your account manager for integration. Please keep the original folder structure and file naming, as it simplifies our work.
Note that the file list is subject to change, as the new voices are added into the game with regular content updates.
 

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