From Mods Repository Wiki
This tutorial explains how to encode soundfiles for World at War.
This CoD title does not support MP3, but different types of WAVE: uncompressed PCM, xWMA, ADPCM and WAVEbext.
They all need a proprietary data block, called PRIV chunk. You can create it with the modtools' MODSound.exe as described below.
Setup sound encode environment (once)
Sound encoding won't work if there are any spaces in the folder paths, special characters might also cause problems. As the default installation path of the game contains spaces and renaming the directories would potentially break the game, I suggest to set up a new folder structure for sound conversion.
- Create a folder on any drive, in any subfolders you want, but with no spaces in path!
D:\Games\ModSound\(will be refered to as modsound dir)
- Create these 8 subfolders:
- Copy MODSound.exe from CoD modtools to your ModSound\bin\ folder (and keep explorer opened for later)
- Get Microsoft's DirectX SDK: Download SDK June 2010 (currently latest)
- Open the downloaded file (
DXSDK_Jun10.exe) with 7-Zip, e.g. right-click in explorer on the file, 7-Zip > Open
- Navigate to DXSDK\Utilities\bin\x86\
- Select AdpcmEncode.exe and xWMAEncode.exe, drag and drop them into your modsound's bin dir:
- Rename xWMAEncode.exe to WMAEncode.exe (leading "x" stripped off)
- Get the zip-package of the latest SoX tool (Sound-Exchange): Download SoX v14.4.0
- Open it with 7-Zip or the like and extract the following files to your modsound folder's
- Done, your sound encoding environment is ready to go!
Convert sounds and soundaliases
- Copy your custom soundalias file(s) from
Soundalias CSV creation is not covered here, check other tutorials and stock CSVs (you may use Open Office to view them).
Note: Don't forget the column header line, which goes like
name,platform,file,sequence,vol_min... or it won't work at all!
- Convert the sound files you wanna use to WAVE (Microsoft PCM 16-bit) using Audacity if they aren't already wav (e.g. mp3 to wav).
You may also re-export wav files with fancy sample rates (other than 11025, 22050, 44100, 48000, 96000) or if you experience problems with sound conversion later on.
- Put them into subfolders of
ModSound\sound_assets\raw\sound\, streamed audio goes into
stream\...and sound fx into
Create missing subfolders, like stream\music\ for streamed music tracks or e.g. SFX\weapon\MG\ if it's going to become a MG sound.
- Sounds shouldn't be directly placed into
ModSound\sound_assets\raw\sound\, they may not work!
- Go to
ModSound\in explorer, select bin folder, hold Shift and right-click on it. Context menu opens, click Open Command Window here (also see here)
Alternatively, hit Windows key, type cmd and hit enter to open a command prompt. If it says C:\... but your ModSound folder is on D:\..., type
D:(drive letter and colon) and hit return. Change to ModSound\bin\ folder with
cd the\path\ModSound\bin(e.g. Games\ModSound\bin) and hit enter
modsound -pc -verbose -aliasfiles your_aliasfile_name
If the soundalias CSV is
ModSound\raw\soundaliases\mp_yourmap.csv, your_alias_name would be
(Note: modsound is not the ModSound directory, but the executable modsound.exe)
- If you wanna force it to encode all sounds even if they been already converted, add
modsound -pc -clean -verbose ...
- As soon as you hit return, encoding will start and some info will be displayed. Hang on, especially ADPCM encoding can last quite a bit!
- When it's finished, copy the encoded sound files from
- Add the soundalias CSV to your zone file:
sound,mp_yourmap,,all_mp(for SP: all_sp at the end)
- Add sound fx (from
SFX\folder) as well.
- Build fastfile with your zone file (either using Launcher or a batch script).
- Pack streamed audio as IWD (not covered here).
- The soundaliases defined in your soundalias CSV should now be available. Note: You may have to place fastfiles / IWDs into
You can ignore this error message, MODSound.hst will be automatically created.
If there are spaces or special characters in the folder paths to your ModSound directory, the following errors will occur:
Read the above guide how to setup the sound encode environment!
MODSound.exe choses xWMA or ADPCM compression automatically. It will encode sounds from
raw\sound\stream\with ADPCM, as xWMA streaming isn't supported by the engine. So don't try to use an xWMA encoded wav as streamed music track, it will not work!
--CoDEmanX 22:03, 25 April 2012 (IST)