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		<id>https://ssbd.a000ff.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mauritsio</id>
		<title>Serious Sam's Bogus Detour - User contributions [en]</title>
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		<updated>2026-04-26T14:11:09Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.1</generator>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=95</id>
		<title>Adding custom sounds and music</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=95"/>
				<updated>2017-06-19T09:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: /* Creating the .sbnk file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding in custom sounds and music to your scenarios requires the usage of '''.sbnk''' files. While your computer likely doesn't recognize this file type, it is really a glorified text file and can be opened with any simple text editor, such as [https://notepad-plus-plus.org/ Notepad++]. &lt;br /&gt;
&lt;br /&gt;
The sound files themselves must be presented in any of the following formats: '''.wav, .ogg, .mp3, .mod, .it, .s3d, .xm'''. Each file format has its own benefits: .ogg files are relatively small, at the cost of some audio quality, while .wav files will take up more space but with good amount of quality. In the end, it is recommended to use .ogg for music, and .wav for sounds. An audio editing program such as [http://www.audacityteam.org/ Audacity] can convert most common audio filetypes into most of these formats.&lt;br /&gt;
&lt;br /&gt;
== Exporting sound files to .ogg ==&lt;br /&gt;
If your sound file is not already in any of the supported file formats, follow these steps to do so. Using ''Audacity'', drag the sound file of your choice into the gray area. If successful, you will see the audio channel appear. You may now edit the sound file if you wish, otherwise, click the &amp;quot;File&amp;quot; tab and then the &amp;quot;Export&amp;quot; button. Select the file type you wish to use and export it to anywhere in your scenario folder, preferablly a dedicated folder called &amp;quot;sound&amp;quot;. Continue to do this for all the sound files you need.&lt;br /&gt;
&lt;br /&gt;
== Creating the .sbnk file ==&lt;br /&gt;
With your sound files ready, you must now create an .sbnk file at which you can configure some parameters. Simply open a text editor like Notepad++, then copy the [[SoundBank file|example code on this page]]. You can edit the following parameters:&lt;br /&gt;
*''name'': The name that the sound will appear in while using the editor.&lt;br /&gt;
*''volume'': The volume of the sound file. 1 is the standard volume, but you can only make it quieter.&lt;br /&gt;
*''is3d'': boolean. If set to true, the sound will only play in an area around the PlaySound WorldScript that it is assigned to. If false, it will play across the entire level.&lt;br /&gt;
*''looping'': boolean. If set to true, the sound file will keep playing everytime it finishes. If false, it will only play once.&lt;br /&gt;
If you wish to add in more sound files, simply copy and paste the &amp;lt;sound&amp;gt; parameters and edit them accordingly. You can use as many as needed.&lt;br /&gt;
When done, save the file as .sbnk.&lt;br /&gt;
&lt;br /&gt;
== Using the sound files in the editor ==&lt;br /&gt;
Open up a level, and navigate to the WorldScripts tab. Spawn in a PlaySound WorldScript. Select it, then in the &amp;quot;Sound&amp;quot; parameter, type in the name of your .sbnk file, or the name you gave the sound, and it will show up. You can do the same for the PlayMusic WorldScript.&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Talk:Adding_custom_sounds_and_music&amp;diff=93</id>
		<title>Talk:Adding custom sounds and music</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Talk:Adding_custom_sounds_and_music&amp;diff=93"/>
				<updated>2017-06-19T09:53:43Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This currently talks only about the ogg format, while wav is also supported. [[User:Scratch|Scratch]] ([[User talk:Scratch|talk]]) 11:25, 19 June 2017 (CEST)&lt;br /&gt;
&lt;br /&gt;
Edited. [[User:Mauritsio|Mauritsio]] ([[User talk:Mauritsio|talk]]) 11:53, 19 June 2017 (CEST)&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=92</id>
		<title>Adding custom sounds and music</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=92"/>
				<updated>2017-06-19T09:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding in custom sounds and music to your scenarios requires the usage of '''.sbnk''' files. While your computer likely doesn't recognize this file type, it is really a glorified text file and can be opened with any simple text editor, such as [https://notepad-plus-plus.org/ Notepad++]. &lt;br /&gt;
&lt;br /&gt;
The sound files themselves must be presented in any of the following formats: '''.wav, .ogg, .mp3, .mod, .it, .s3d, .xm'''. Each file format has its own benefits: .ogg files are relatively small, at the cost of some audio quality, while .wav files will take up more space but with good amount of quality. In the end, it is recommended to use .ogg for music, and .wav for sounds. An audio editing program such as [http://www.audacityteam.org/ Audacity] can convert most common audio filetypes into most of these formats.&lt;br /&gt;
&lt;br /&gt;
== Exporting sound files to .ogg ==&lt;br /&gt;
If your sound file is not already in any of the supported file formats, follow these steps to do so. Using ''Audacity'', drag the sound file of your choice into the gray area. If successful, you will see the audio channel appear. You may now edit the sound file if you wish, otherwise, click the &amp;quot;File&amp;quot; tab and then the &amp;quot;Export&amp;quot; button. Select the file type you wish to use and export it to anywhere in your scenario folder, preferablly a dedicated folder called &amp;quot;sound&amp;quot;. Continue to do this for all the sound files you need.&lt;br /&gt;
&lt;br /&gt;
== Creating the .sbnk file ==&lt;br /&gt;
With all the .ogg files ready, you must now create an .sbnk file at which you can configure some parameters. Simply open a text editor like Notepad++, then copy the [[SoundBank file|example code on this page]]. You can edit the following parameters:&lt;br /&gt;
*''name'': The name that the sound will appear in while using the editor.&lt;br /&gt;
*''volume'': The volume of the sound file. 1 is the standard volume, but you can only make it quieter.&lt;br /&gt;
*''is3d'': boolean. If set to true, the sound will only play in an area around the PlaySound WorldScript that it is assigned to. If false, it will play across the entire level.&lt;br /&gt;
*''looping'': boolean. If set to true, the sound file will keep playing everytime it finishes. If false, it will only play once.&lt;br /&gt;
If you wish to add in more sound files, simply copy and paste the &amp;lt;sound&amp;gt; parameters and edit them accordingly. You can use as many as needed.&lt;br /&gt;
When done, save the file as .sbnk.&lt;br /&gt;
&lt;br /&gt;
== Using the sound files in the editor ==&lt;br /&gt;
Open up a level, and navigate to the WorldScripts tab. Spawn in a PlaySound WorldScript. Select it, then in the &amp;quot;Sound&amp;quot; parameter, type in the name of your .sbnk file, or the name you gave the sound, and it will show up. You can do the same for the PlayMusic WorldScript.&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=User:Mauritsio&amp;diff=88</id>
		<title>User:Mauritsio</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=User:Mauritsio&amp;diff=88"/>
				<updated>2017-06-15T12:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: Created page with &amp;quot;== Who are you? == I am '''Mauritsio'''. I'm a modder, gamer and occassional writer. I'm a beta tester for Bogus Detour and currently hard at work making modifications for Bog...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who are you? ==&lt;br /&gt;
I am '''Mauritsio'''. I'm a modder, gamer and occassional writer. I'm a beta tester for Bogus Detour and currently hard at work making modifications for Bogus Detour.&lt;br /&gt;
&lt;br /&gt;
I hail from the Netherlands (not Holland!) and my birthday is September the 1st. I am currently studying in Amsterdam.&lt;br /&gt;
&lt;br /&gt;
[http://steamcommunity.com/id/mighty-stache/ Here's my Steam profile.]&lt;br /&gt;
&lt;br /&gt;
== SSBD modding portfolio ==&lt;br /&gt;
#[http://steamcommunity.com/sharedfiles/filedetails/?id=912645865 The Four Keys], a single-level campaign of about two hours playtime. Created using only standard game assets.&lt;br /&gt;
#More coming soon, I promise.&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=87</id>
		<title>Adding custom sounds and music</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Adding_custom_sounds_and_music&amp;diff=87"/>
				<updated>2017-06-15T12:08:53Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: Created page with &amp;quot;Adding in custom sounds and music to your scenarios requires the usage of '''.sbnk''' files. While your computer likely doesn't recognize this file type, it is really a glorif...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding in custom sounds and music to your scenarios requires the usage of '''.sbnk''' files. While your computer likely doesn't recognize this file type, it is really a glorified text file and can be opened with any simple text editor, such as [https://notepad-plus-plus.org/ Notepad++]. &lt;br /&gt;
&lt;br /&gt;
The sound files themselves must be presented in the '''.ogg''' format. An audio editing program such as [http://www.audacityteam.org/ Audacity] can convert most common audio filetypes into the .ogg format.&lt;br /&gt;
&lt;br /&gt;
== Exporting sound files to .ogg ==&lt;br /&gt;
If your sound file is not already in the .ogg format, follow these steps to do so. Using ''Audacity'', drag the sound file of your choice into the gray area. If successful, you will see the audio channel appear. You may now edit the sound file if you wish, otherwise, click the &amp;quot;File&amp;quot; tab and then the &amp;quot;Export&amp;quot; button. As file type, select &amp;quot;Ogg Vorbis&amp;quot; and export it to anywhere in your scenario folder, preferablly a dedicated folder called &amp;quot;sound&amp;quot;. Continue to do this for all the sound files you need.&lt;br /&gt;
&lt;br /&gt;
== Creating the .sbnk file ==&lt;br /&gt;
With all the .ogg files ready, you must now create an .sbnk file at which you can configure some parameters. Simply open a text editor like Notepad++, then copy this example code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;soundbank&amp;gt;&lt;br /&gt;
	&amp;lt;sound category=&amp;quot;sound&amp;quot; name=&amp;quot;&amp;quot; volume=&amp;quot;&amp;quot; is3d=&amp;quot;&amp;quot; looping=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;source res=&amp;quot;sound/MySound.ogg&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/sound&amp;gt;&lt;br /&gt;
&amp;lt;/soundbank&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can edit the following parameters:&lt;br /&gt;
&lt;br /&gt;
- ''name'': The name that the sound will appear in while using the editor.&lt;br /&gt;
&lt;br /&gt;
- ''volume'': The volume of the sound file. 1 is the standard volume, but you can only make it quieter.&lt;br /&gt;
&lt;br /&gt;
- ''is3d'': boolean. If set to true, the sound will only play in an area around the PlaySound WorldScript that it is assigned to. If false, it will play across the entire level.&lt;br /&gt;
&lt;br /&gt;
- ''looping'': boolean. If set to true, the sound file will keep playing everytime it finishes. If false, it will only play once.&lt;br /&gt;
&lt;br /&gt;
If you wish to add in more sound files, simply copy and paste the &amp;lt;sound&amp;gt; parameters and edit them accordingly. You can use as many as needed.&lt;br /&gt;
When done, save the file as .sbnk.&lt;br /&gt;
&lt;br /&gt;
== Using the sound files in the editor ==&lt;br /&gt;
Open up a level, and navigate to the WorldScripts tab. Spawn in a PlaySound WorldScript. Select it, then in the &amp;quot;Sound&amp;quot; parameter, type in the name of your .sbnk file, or the name you gave the sound, and it will show up.&lt;br /&gt;
&lt;br /&gt;
You can do the same for the PlayMusic WorldScript.&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Extracting_game_files&amp;diff=86</id>
		<title>Extracting game files</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Extracting_game_files&amp;diff=86"/>
				<updated>2017-06-15T10:22:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mauritsio: /* On Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The packager tool allows you to [[Sharing your scenario|package a scenario]], but it also allows you to unpack or extract scenarios, as well as base the content from the &amp;lt;code&amp;gt;res/assets.bin&amp;lt;/code&amp;gt; file. This is useful if you want to use any of our base resources such as units and scripts, in your mod, or use them as reference material.&lt;br /&gt;
&lt;br /&gt;
== On Windows ==&lt;br /&gt;
First, navigate to your Bogus Detour installation folder. In this folder, hold down Shift and F10 at the same time to open the advanced shortcut menu. From here, select &amp;quot;Open command prompt here.&amp;quot; You should now see the Windows command prompt in front of you, in the current folder. Then, run the following command, which will extract all files from &amp;lt;code&amp;gt;res/assets.bin&amp;lt;/code&amp;gt; into the &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PACKAGER.exe /u res/assets.bin /d assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== On Linux ==&lt;br /&gt;
It's roughly the same process as on Windows, except you pass the parameters a little bit differently to the Packager tool:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./PACKAGER -u res/assets.bin -d assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
The same process works for scenarios, except you pass the .bds file to the /u parameter. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PACKAGER.exe /u scenarios/payload.bds /d scenarios/payload&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this currently does not extract the info.xml.&lt;/div&gt;</summary>
		<author><name>Mauritsio</name></author>	</entry>

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