This page is part of the Essential Series modding tutorials. It covers exporting and importing the game's sound and music using Industrial Park.
In BFBB, sounds are stored in SND (sound effects), SNDS (music and voices) and SNDI (headers) assets usually in HOP files. Most of the game's sounds (effects and voices) are in each individual level that uses them, but music is contained in MNU5.HIP. The difference between SND and SNDS is that SND are loaded completely before being played, while SNDS are loaded from the disc as they are being played. The files use a system in which a part of the sound data (the header) is in the SNDI asset, while the rest is in the SND/SNDS. When importing/exporting sounds, Industrial Park will handle this separation for you.
You can use the Asset Data Editor for SND and SNDS sounds to preview sounds; this only works on a few sound formats, but not all of them. For this function to work, you must first click on Download vgmstream, under the Tools tool strip menu to download a vgmstream release from its page to your Resources folder. The tool is used to play the sounds. To stop a sound, click on the Stop Sound also under Tools, otherwise the sound will only stop if you close Industrial Park.
To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.
- If you're using a Xbox archive, this is a WAV sound which can be played immediately.
- On GameCube (BFBB and Scooby), it's a DSP file which you can use this Audacity fork with DSP support (or another tool of your choice) to import and convert to other formats such as WAV or MP3.
- On GameCube (Movie/Incredibles/ROTU), this is a FSB3 file.
- On PS2, this is a VAG file.
To import a custom audio file, it must be:
- On Xbox, a WAV file.
- On GameCube (BFBB and Scooby), a mono DSP file which you can export from the Audacity version linked above (or another tool of your choice).
- On GameCube (Movie/Incredibles/ROTU), a FSB3 file.
- On PS2, a VAG file.
One option is to use the Import Multiple Assets dialog, which you can find in an Archive Editor's Edit tool strip menu. Make sure you have a SRAM layer selected, then open the dialog, select the asset type you want to import (SND for sound effects, SNDS for music or voices), click on Import Raw Data and choose any amount of files to import. Industrial Park will automatically split the header from it and place it in the SNDI file.
Another option is to use an existing SND/SNDS asset. Check the "Trim header and send it to SNDI" checkbox in the Asset Data Editor and click on Import Sound Data. You can also do this on an asset you duplicated/renamed. Choose your source file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.
Jaw Data is contained in the JAW asset and refers to lip-syncing data for character mouths. You can use this plugin to create jaw data from an audio file in Audacity; then use the Import Jaw Data button in the Asset Data Editor for the sound asset to import it. This video contains a guide on doing that.
See the Sound Effects tutorial for a guide on playing the sound ingame.