MAP SOUNDS AND CUSTOM MUSIC
The dilemma of replacing the Starcraft game music and using custom sounds for in-game campaign maps has plagued Stardaft experts ever since its inception. The problem is, Stardraft can't do it. Period. However, recently we have discovered how this can be done (along with many other powerful things): compile a custom MPQ file. If you don't know how to compile your own MPQ, you should read my article. The method should properly be accredited to ZERATUL who was the first to make it work. =)
O.K., first we will deal with replacing music, since that is easy. All you do is compile your MPQ file to contain wav files that are in the same directory as the music you want to replace in the Install.exe. Here is a list:
- music\pdefeat.wav - Protoss Defeat music.
- music\prdyroom.wav - Protoss Breifing Room music.
- music\protoss1.wav - First in-game Protoss theme (plays randomly protoss1.wav, protoss2.wav, and protoss3.wav)
- music\protoss2.wav - Second in-game Protoss theme.
- music\protoss3.wav - Third in-game Protoss theme.
- music\pvict.wav - Protoss Victory music.
- music\radiofreezerg - Radio Free Zerg theme. =)
- music\tdefeat.wav - Terran Defeat music.
- music\trdyroom.wav - Terran Breifing Room music.
- music\terran1.wav - First in-game Terran theme (plays randomly terran1.wav, terran2.wav, and terran3.wav)
- music\terran2.wav - Second in-game Terran theme.
- music\terran3.wav - Third in-game Terran theme.
- music\tvict.wav - Terran Victory music.
- music\title.wav - Music that plays during the start-up and initial menus.
- music\zdefeat.wav - Zerg Defeat music.
- music\zrdyroom.wav - Zerg Breifing Room music.
- music\zerg1.wav - First in-game Zerg theme (plays randomly zerg1.wav, zerg2.wav, and zerg3.wav)
- music\zerg2.wav - Second in-game Zerg theme.
- music\zerg3.wav - Third in-game Zerg theme.
- music\zvict.wav - Zerg Victory music.
Of course, replacing all of it would make for one hefty MPQ. =) Now, just because we can add music now doesn't mean this is the only utility of this ability. For example, a lot of authors put custom music into maps to fit the specific mood of the scenario. Well, this innovation can simply be used to make that method more user friendly and "professional." If we just put in a blank wav file to replace the music the game uses, we no longer have to put a cheesy message at the beginning of our levels asking the player to "Turn off the music by pressing Control-M." Nifty, huh? =)
Now, using our custom sounds in our campaign maps isn't too much harder, but it does require you to be careful. Here are the appropriate steps:
- Make your map in normal SCM/SCX form. Just import sounds as
you would normally. Keep a back up of all the wav files you use in each scenario. Put each
set in its down directory on your hard disk or something. Be sure you can tell which
sounds go with what maps. Also, I'm not sure if this is a problem or not, but it might be
wise to avoid using spaces and strange characters when naming your sounds.
- Now, extract the chk from your SCM/SCX and place it where it
is supposed to go in the campaign structure (see the previous
section of this article for more info). Just for example, lets say you have it here:
campaign\expprotoss\protoss01\staredit\scenario.chk
- All the sounds you have in that specific scenario go into
the directory:
campaign\exprace\race##\staredit\wav\
So, for our example, all our wav files would go into:
campaign\expprotoss\protoss01\staredit\wav\
All your wavs should keep the same file name as they had in your map. So let's say I had popo.wav, hiya.wav, kiltbastard.wav, and rapmusic.wav in my map. They would go in:
campaign\expprotoss\protoss01\staredit\wav\popo.wav
campaign\expprotoss\protoss01\staredit\wav\hiya.wav
campaign\expprotoss\protoss01\staredit\wav\kiltbastard.wav
campaign\expprotoss\protoss01\staredit\wav\rapmusic.wav
- Now repeat for each map's set of sounds. Remember to put them in the directory that is respective to their level.
And that's it! Just remember, you must put all these files into a custom MPQ to work. You can not do this with a normal Stardraft CWAD (or Self Executing CWAD).
MOVE ON TO MOVIES, MOVIES, MOVIES


