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		<id>http://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BAPACop</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-06-18T12:12:25Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_ID_Ranges&amp;diff=13730</id>
		<title>Community Contest ID Ranges</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_ID_Ranges&amp;diff=13730"/>
				<updated>2010-09-23T19:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* String ranges */ Reserving range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
So that all Community Contest entries are compatible with one another and also with other mods that are around, IDs must not conflict. To ensure this, we must reserve ID ranges for strings and 2da ranges.&lt;br /&gt;
&lt;br /&gt;
= String ranges = &lt;br /&gt;
&lt;br /&gt;
Please modify this table to reserve String IDs '''before you use them''' (to avoid lost work). Append within our range if required. Please do not use from outside this range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range Begin&lt;br /&gt;
! Range End&lt;br /&gt;
! Used by&lt;br /&gt;
|- style=&amp;quot;color:#ff6666;&amp;quot;&lt;br /&gt;
| '''89000000''' &lt;br /&gt;
| '''89999999''' &lt;br /&gt;
| '''Entire CC Range (to be divided up)'''&lt;br /&gt;
|-&lt;br /&gt;
| 89000000&lt;br /&gt;
| 89099999&lt;br /&gt;
| Organiser reserved range&lt;br /&gt;
|-&lt;br /&gt;
| 89100000&lt;br /&gt;
| 89100999&lt;br /&gt;
| Cuvieronius&lt;br /&gt;
|-&lt;br /&gt;
| 89101000&lt;br /&gt;
| 89101999&lt;br /&gt;
| Vaylise&lt;br /&gt;
|-&lt;br /&gt;
| 89102000&lt;br /&gt;
| 89102999&lt;br /&gt;
| BAPACop&lt;br /&gt;
|-&lt;br /&gt;
| 89103000&lt;br /&gt;
| 89103999&lt;br /&gt;
| Available&lt;br /&gt;
|-&lt;br /&gt;
| 89104000&lt;br /&gt;
| 89104999&lt;br /&gt;
| (please keep extending this list as requried)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Why reserve an ID range? ===&lt;br /&gt;
This prevents the need for other modders to change your strings. This prevents any chance of overlapping IDs with other entries or other mods. This means that if you attach voice to conversations, or specify a StringID in a 2da, these connections will not be broken when others use your mod.&lt;br /&gt;
&lt;br /&gt;
=== How many do I reserve? ===&lt;br /&gt;
Just take 1000 unless you need more. Do not take less, we've got plenty to spare ;)&lt;br /&gt;
&lt;br /&gt;
=== How do I set my module to use those strings? ===&lt;br /&gt;
&lt;br /&gt;
* While logged in to builder wiki (same as login here), edit the page to put your name next to the range.&lt;br /&gt;
* In Toolset, go File &amp;gt; Manage Modules &amp;gt; (select your module) &amp;gt; Properties&lt;br /&gt;
* Set the following:&lt;br /&gt;
** StringID Begin&lt;br /&gt;
** StringID End&lt;br /&gt;
** StringID Last Used&lt;br /&gt;
* Hit OK and close dialogue.&lt;br /&gt;
&lt;br /&gt;
= 2da Ranges =&lt;br /&gt;
&lt;br /&gt;
Currently, we have not reserved any ranges on [[2DA_ranges_in_use|The 2da reserve page]]. If you require a 2da range, please contact [http://social.bioware.com/145661/ mikemike37]&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13639</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13639"/>
				<updated>2010-09-17T02:20:04Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Toolset Access and Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Post_Merge.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image:Replace_Sound.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names intact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build1.jpg|center|]]&amp;lt;br&amp;gt;[[Image:Build2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image:Build3.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Presets.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Presets.jpg&amp;diff=13638</id>
		<title>File:Presets.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Presets.jpg&amp;diff=13638"/>
				<updated>2010-09-17T02:19:16Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13637</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13637"/>
				<updated>2010-09-17T02:18:35Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Building Your Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Post_Merge.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image:Replace_Sound.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names intact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build1.jpg|center|]]&amp;lt;br&amp;gt;[[Image:Build2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image:Build3.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Build3.jpg&amp;diff=13636</id>
		<title>File:Build3.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Build3.jpg&amp;diff=13636"/>
				<updated>2010-09-17T02:17:35Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Build2.jpg&amp;diff=13635</id>
		<title>File:Build2.jpg</title>
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				<updated>2010-09-17T02:17:25Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Build1.jpg&amp;diff=13634</id>
		<title>File:Build1.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Build1.jpg&amp;diff=13634"/>
				<updated>2010-09-17T02:17:09Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13633</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13633"/>
				<updated>2010-09-17T02:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Re-assigning Main and Chargen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Post_Merge.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image:Replace_Sound.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names intact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13632</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13632"/>
				<updated>2010-09-17T02:16:17Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Re-assigning Main and Chargen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Post_Merge.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image:Replace_Sound.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Replace_Sound.jpg&amp;diff=13631</id>
		<title>File:Replace Sound.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Replace_Sound.jpg&amp;diff=13631"/>
				<updated>2010-09-17T02:15:48Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13630</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13630"/>
				<updated>2010-09-17T02:15:13Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* How to Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Post_Merge.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Post_Merge.jpg&amp;diff=13629</id>
		<title>File:Post Merge.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Post_Merge.jpg&amp;diff=13629"/>
				<updated>2010-09-17T02:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13628</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13628"/>
				<updated>2010-09-17T02:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Adding Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for [http://www.gamersnexus.net/bgr-home BG2 Redux], but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set_Bank.jpg|center|]]&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Definition.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Redux.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
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		<title>File:Set Bank.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Set_Bank.jpg&amp;diff=13623"/>
				<updated>2010-09-17T02:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13622</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13622"/>
				<updated>2010-09-17T02:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Sound Banks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound1.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image:Sound2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Sound2.jpg&amp;diff=13621</id>
		<title>File:Sound2.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Sound2.jpg&amp;diff=13621"/>
				<updated>2010-09-17T02:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
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		<author><name>BAPACop</name></author>	</entry>

	<entry>
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		<title>File:Sound1.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Sound1.jpg&amp;diff=13620"/>
				<updated>2010-09-17T02:07:41Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13619</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13619"/>
				<updated>2010-09-17T02:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Sound Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a red folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Delete.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Delete.jpg&amp;diff=13618</id>
		<title>File:Delete.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Delete.jpg&amp;diff=13618"/>
				<updated>2010-09-17T02:06:40Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13617</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13617"/>
				<updated>2010-09-17T02:05:50Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13616</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13616"/>
				<updated>2010-09-17T02:05:10Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Creating Events and Hierarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13615</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13615"/>
				<updated>2010-09-17T02:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Creating Events and Hierarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image:FoldStruct.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Events.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image:Categories.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Categories.jpg&amp;diff=13614</id>
		<title>File:Categories.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Categories.jpg&amp;diff=13614"/>
				<updated>2010-09-17T02:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
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		<title>File:Events.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Events.jpg&amp;diff=13613"/>
				<updated>2010-09-17T02:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
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		<title>File:FoldStruct.jpg</title>
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				<updated>2010-09-17T02:02:32Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13611</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13611"/>
				<updated>2010-09-17T02:01:41Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Creating a Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|center|]]&amp;lt;br&amp;gt;[[Image:FDPClean2.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13610</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13610"/>
				<updated>2010-09-17T02:00:44Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean2.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13609</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13609"/>
				<updated>2010-09-17T02:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Editing the FDP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Music_FMOD.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Build_Directory.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FDPClean2.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:FDPClean2.jpg&amp;diff=13608</id>
		<title>File:FDPClean2.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:FDPClean2.jpg&amp;diff=13608"/>
				<updated>2010-09-17T01:59:58Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Build_Directory.jpg&amp;diff=13607</id>
		<title>File:Build Directory.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Build_Directory.jpg&amp;diff=13607"/>
				<updated>2010-09-17T01:58:45Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:FDPClean.jpg&amp;diff=13606</id>
		<title>File:FDPClean.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:FDPClean.jpg&amp;diff=13606"/>
				<updated>2010-09-17T01:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Music_FMOD.jpg&amp;diff=13605</id>
		<title>File:Music FMOD.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Music_FMOD.jpg&amp;diff=13605"/>
				<updated>2010-09-17T01:56:14Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13604</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13604"/>
				<updated>2010-09-17T01:55:37Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* FMOD Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[FMOD]]''&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13603</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13603"/>
				<updated>2010-09-17T01:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Sound Extraction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
* '''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
* '''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image:MusicSource.jpg|Center|]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:MusicSource.jpg&amp;diff=13602</id>
		<title>File:MusicSource.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:MusicSource.jpg&amp;diff=13602"/>
				<updated>2010-09-17T01:52:29Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13601</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13601"/>
				<updated>2010-09-17T01:50:34Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Sound Resource Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Work_Folder.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image:CoreFSB.jpg|center|]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
'''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
'''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image(Music Source.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:CoreFSB.jpg&amp;diff=13600</id>
		<title>File:CoreFSB.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:CoreFSB.jpg&amp;diff=13600"/>
				<updated>2010-09-17T01:50:13Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Work_Folder.jpg&amp;diff=13599</id>
		<title>File:Work Folder.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Work_Folder.jpg&amp;diff=13599"/>
				<updated>2010-09-17T01:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13598</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13598"/>
				<updated>2010-09-17T01:45:56Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Final Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(Work Folder.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Location of core FSB's.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
'''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
'''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image(Music Source.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Written by Cuvieronius, a member of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&amp;lt;br&amp;gt;[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds?action=edit Original Tutorial]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13597</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13597"/>
				<updated>2010-09-17T01:42:36Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* FDP Cleanup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(Work Folder.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Location of core FSB's.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
'''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
'''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image(Music Source.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
== Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
Cuvieronius&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13596</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13596"/>
				<updated>2010-09-17T01:41:59Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Sound Resource Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(Work Folder.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
&lt;br /&gt;
* '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Location of core FSB's.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
'''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
'''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image(Music Source.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
 == Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
Cuvieronius&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13595</id>
		<title>User:BAPACop/Music</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:BAPACop/Music&amp;diff=13595"/>
				<updated>2010-09-17T01:41:35Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: Created page with '__ToC__  This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
This tutorial does not cover the creation of new wav files.  It will be assumed that you have sounds ready to add to a project.  This is not a very hard tutorial, but it will be long and involved, and I will try to be clear and simple in what is needed.  Alot of the specifics of setting up the sound events I still don't know and I am learning every day.  I will try to keep the tutorial updated as I discover which specific parameters work best and precisely how to flag events.  What I have discovered will allow you to get your custom battle music, main theme and chargen music into the game in just a few days work.  My hope is that this will be useful and others can build on what I have learned. So please, bear with me. I make no claim to know everything.  &lt;br /&gt;
&lt;br /&gt;
This tutorial will require [[FMOD]] to produce your files.  Please note that you MUST use the version of FMOD that shipped with Dragon Age:Origins.  If you have a newer version of FMOD, '''DO NOT USE''' it because your music will not work in the game. I learned this the hard way.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
Careful planning is essential when attempting to change the music because the folder structure and naming in your FMOD project file must be specific where noted in this tutorial.  If you do not create the proper structure or do not use the naming conventions listed below, then your sounds will not be called by the engine.&lt;br /&gt;
&lt;br /&gt;
=== Prep ===&lt;br /&gt;
Let's begin by setting up our '''Music Source''' and '''Build Directory'''.  I know that alot of people don't like to clutter up their Desktop, but if you do not mind navigating endlessly for every single sound file, then who am I to stop you.  I recommend setting up your folders on your desktop, but anywhere is fine.&lt;br /&gt;
&lt;br /&gt;
* Create a working folder:  ie: My_Music (or whatever)  This is where you will do all of your work.  It is also where FMOD will look for your music and sounds, and it will also contain your build directory.&lt;br /&gt;
* Create your '''Music Source''' folder inside your working folder. &lt;br /&gt;
* Create your '''Build Directory''' folder also inside your working folder. Note: You may wish to create more than one build directory and a backup folder is always a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Sound Resource Setup ===&lt;br /&gt;
It's safe to say that having all this ready to go will save you a ton of time and frustration later.  Gather together all your music files and place them in a seperate folder inside your 'Music Source'.  A good name would be '''My Sounds'''.  Naming of the files doesn't matter, however, they must be '''WAV''' or MP2. This is where Music differs from VO, as VO must be mono 16 bit 24000hz PCM.  Your music can be stereo and virtually any preset so long as it is '''WAV''' or MP2.  FMOD will compress it to MP3 when you build the project.&lt;br /&gt;
&lt;br /&gt;
Once you have your folders setup, you will need some files.  Grab the Core_FDP files and an FSB Extractor.&lt;br /&gt;
&lt;br /&gt;
* core fdp files.zip from the [http://social.bioware.com/project/1331/#files BioWare Social Network].&lt;br /&gt;
* [http://aluigi.altervista.org/papers/fsbext.zip FSB Extractor]:  hit the &amp;quot;qui&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You will only need one file from the Core_FDP zip.  Find the '''music.fdp''', and copy it to your '''Build Directory'''.  Then you will want to extract the FSB_Ext folder to your Music Source folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(Work Folder.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Next you will need to navigate to your ''C:\Program Files\Dragon Age\packages\core\audio\sound'' folder.  Main game install.  Find and copy the following to your '''Music Source''' folder:&lt;br /&gt;
 - '''music_bank_strm_new.fsb'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Location of core FSB's.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Sound Extraction ===&lt;br /&gt;
Unfortunately, FMOD will want to have access to two sounds in the above listed Core '''music.fdp'''.  I tried many ways to get around this, a few were successful to an extent... but it is just simpler to do it this way.  Who knows?  You might want to have all the Dragon Age sounds available to you, so feel free to copy and extract more than just the single FSB listed.&lt;br /&gt;
&lt;br /&gt;
We are looking for two sounds in particular that we will need only for FMOD to find.  We wont need any other DA sounds unless you want them, but you will still have access to all the DA sounds in the toolset.  We are making a new FDP and will later merge it with the core '''music.fev''' (FDP).&lt;br /&gt;
&lt;br /&gt;
'''DA_m_pre_kwilds_a_02.wav'''&lt;br /&gt;
'''DA_m_pre_kwilds_a_04.wav'''&lt;br /&gt;
&lt;br /&gt;
I like to make a new folder inside my Music Source to house all the DA sounds, but its up to you as you only have to set a path to them once.  Take each of the three core fsb's and drag/drop them on the '''FSB_Ext.exe'''.  The sound will unpack into the '''Music Source''' folder where you have the FSB's.  They can really clutter up the folder, so I suggest that you create another folder inside called '''DA Sounds'''.  Drag them all into this folder and delete the FSB's (to save space).&lt;br /&gt;
&lt;br /&gt;
All the DA sounds contained in those files will extract as '''MP3'''.  We need to convert them to '''WAV'''.  '''''Goldwave''''' and '''''Audacity''''' have batch conversion capability.  Use whatever you can find.  I am afraid this step is necessary, FMOD will look for these sounds and must be able to find them.  When prompted, you will navigate to this folder, but the sounds will not be used.  More on that later.&lt;br /&gt;
&lt;br /&gt;
[[Image(Music Source.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Project == &lt;br /&gt;
Creating a new FMOD project requires only opening up FMOD.exe and hitting the &amp;quot;new project&amp;quot; button under &amp;quot;File&amp;quot;.   However, we are NOT going to do it that way. Instead, we are going to open the core '''music.fdp''' and edit it, then save it under the name '''my_music.fdp'''. The reason we will do this is that we want to keep the exact same structure and parameters of the original as we will be merging them later in this tutorial. &lt;br /&gt;
&lt;br /&gt;
=== FMOD Basics ===&lt;br /&gt;
I won't go into too much detail about how to use FMOD except where it applies to this tutorial.  A lot of key information elsewhere on this wiki is lacking, or simply wrong. I don't fault the authors, they got out enough information to use the utility and get some sounds into the game.  This tutorial will go into much greater detail where it applies directly to music and sounds for your own modules.&lt;br /&gt;
&lt;br /&gt;
{{Main|FMOD}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the FDP ===&lt;br /&gt;
Now we get to the 'meat' of the tutorial.  Creating our own music project file.  This is tedious and time consuming, so will try to be brief but not move too quickly.  We will start by opening the '''music.fdp''' that we have placed into our '''Build Directory'''.  FMOD can be found in your main game install folder: ''C:\Program Files\Dragon Age\tools\FMOD Designer''.  You can either run that, or you can simply double-click on your music.fdp.  We will now do four quick steps and then save this project under a new name.&lt;br /&gt;
&lt;br /&gt;
[[Image(music.fdp in FMOD.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Build Directory ====&lt;br /&gt;
Clear the Build Directory entry under properties.  It will say this: ''C:\tag\main\build\packages\core\override''.  This is something left over from a developer.  We have no such directory.&lt;br /&gt;
&lt;br /&gt;
==== Audio Source Directory ====&lt;br /&gt;
Browse to your DA Sounds folder that we extracted earlier and set that path.  ''C:\Users\owner\Desktop\My_Music\Music Source\DA_Sounds'' &lt;br /&gt;
&lt;br /&gt;
==== Clean House ====&lt;br /&gt;
In the Hierarchy tab under '''Events''', delete everything below '''Human_noble_origin'''.  Yes, you read that right... '''DELETE IT'''!  Now expand the '''Human_noble_origin''' folder and delete the last four events shown, leave the rest.  What you are deleting are: '''bhn100_father''', '''bhn100_dog''', '''bhn_door_stinger_new''', and '''bhn_dog_lp'''. One more thing while we are in here; change '''credits_df''' name to simply '''credits'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup.jpg)]]&lt;br /&gt;
&lt;br /&gt;
==== Save ====&lt;br /&gt;
Now you can '''File: Save Project As...''' a new file.  Call it '''my_music.fdp''' and save to your '''Build Directory'''.&lt;br /&gt;
You will notice that what is left has very generic names; main, precache, chargen, credits, and Death.  DO NOT change any of these.  That is how we will override the main music for our module.  We will need to re-assign which wav is assigned to them a bit later on.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(FDP Cleanup2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Creating Events and Hierarchy == &lt;br /&gt;
We are only making one Event entry for this tutorial, but you could add as many as you like.  We will next be re-naming the 4th event in the hierarchy: '''Human_noble_origin''' will now be changed to '''My_mod_music'''.   You can change names of events on the right side in the lower property screen.  '''DO NOT TOUCH''' the name on the !top/right property screen.  It should read as '''music''' regardless of what you named your FDP.  That name: '''music''' is the name of the '''.FEV''' that is called by the engine for sound events we want to change.  We are overwriting DA sounds and adding sounds for our module, and this '''FDP''' will create the '''music.fev'''.&lt;br /&gt;
=== Folder Structure ===&lt;br /&gt;
Just to be clear, our single folder that we changed the name will contain all of our module's sounds.  It will also be a music preset when selected in the toolset for an area property.  This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to change the presets temporarily. Add an underscore in front of each of the events in the top 3 groups (and '''ONLY''' the top three groups, leave your custom named folder events named as they are).  For Example:  '''main''' becomes '''_main'''.  This way when we merge our project with the core FDP our events will appear seperate and we can delete them then once we have re-assigned the core sounds.  If we do not change them now, our names will overwrite the core events and we dont want to do that yet. Within this folder we can add other folders that will contain specific sound events.&lt;br /&gt;
&lt;br /&gt;
'''My_mod_music''' will become a '''Music Preset''' that you can assign to an area(s).  If you wish to have more than one '''Music Preset''', then just don't delete as many folders in the main hierarchy and rename them also. You will understand more about this later in the tutorial when we build our sound files.&lt;br /&gt;
&lt;br /&gt;
Let's go ahead and add a few more folders inside our '''My_mod_music''' folder.  To do this, right click on our folder and select '''Add Event Group'''.  Then you will be prompted to give it a name.  We have named it Level_1, and we can also add other folders as seen in the picture.&lt;br /&gt;
&lt;br /&gt;
[[Image(fmod-folder structure.jpg)]]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to save your project often.  Get in this habit.  FMOD has been known to crash.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Still working in '''!Events/Heirarchy''': Now we can add events to our folders.  The folder structure is the way it will show in the toolset under the '''music''' folder in '''Sounds'''.  Let's start with our '''Level_1''' event group and add an event (by right clicking on the folder) we will call '''Fireplace''', since we may have a fireplace in the area and will want that sound as an ambient or as a placeable. You can choose &amp;quot;no template&amp;quot; as we will further adjust the sounds when we actually add them.&lt;br /&gt;
&lt;br /&gt;
[[Image(Adding Events.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Moving and Organizing ===&lt;br /&gt;
This next step is purely optional, but it will help to keep track of your events.  We now go to the '''Categories''' tab of '''Events'''.  We will add a new category folder and drag/drop our events into that folder.  Won't spend any more time on that, but recommended if you have alot of events and more than one event category.&lt;br /&gt;
&lt;br /&gt;
[[Image(organizing categories.jpg)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound Definitions == &lt;br /&gt;
Time to move to another tab in our project.  Go to the '''Sound Definitions''' tab.  You will see a 'red' folder called '''music_ingame''', and a bunch of folders beneath it.  Delete everything except the '''music_ingame''' top folder.&lt;br /&gt;
&lt;br /&gt;
[[Image(delete definitions.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We won't be using any DA sounds in our sound banks, so they are not needed.&lt;br /&gt;
&lt;br /&gt;
== Sound Banks == &lt;br /&gt;
Now go to the '''Wave Banks''' tab. If you have followed the directions up to this point, then the wav banks in this tab will be empty with the exception of two sounds in '''music_bank_strm_new'''.  Select that bank, and on ther right/bottom you will see the two sounds.  These are the two we extracted at the beginning under '''Getting Started'''.  Drag/Drop these two files into the '''music_bank_strm_death''' bank, thus emptying the top two sound banks.&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now that the sounds have been moved.  We are going to rename the existing top two banks for our use.  The reason we want to do it this way is that these two sound banks are already set up for streaming and loading sounds and are configured.  We could surely make our own blank sound banks and use either of these as templates, but for this tutorial we only need the two banks.  '''Sound Bank''' naming style is entirely up to you, the names don't matter.  I have renamed them for clarity:&lt;br /&gt;
&lt;br /&gt;
* my_music_notstrm_sting&lt;br /&gt;
* my_music_strm_new&lt;br /&gt;
&lt;br /&gt;
[[Image(sound bank2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
We have finished getting evrything setup for our new sounds.  It is time to add our sounds.&lt;br /&gt;
&lt;br /&gt;
* One more reminder to '''SAVE OFTEN'''.&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds == &lt;br /&gt;
&lt;br /&gt;
Since I haven't created 'tutorial' sounds, will have to use what I have.  This is a shameless plug for BG2 Redux, but I have those sounds ready to be added.  You will be using the sounds you have ready.  We will start with the DA presets which are '''main, combat and Death'''.  &lt;br /&gt;
&lt;br /&gt;
Before you begin, know what type of sounds you will be adding.  Are they single-shots? Streaming music? Stingers?  Streaming sounds like music you will want in your '''my_music_bank_strm_new''', since that bank is configured for streaming sounds already.  Single shots and stingers will go in the '''my_music_bank_notstrm_sting''', since they can be loaded into memory.  So go to the '''Sound Banks''' tab and select the appropriate bank, right-click and set as the '''Set as current bank'''.&lt;br /&gt;
&lt;br /&gt;
[[Image(Set Bank.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Now in your '''my_music.fdp''', go to the '''Events''' tab/'''Hierarchy'''. Go to the top folder, '''_EndOfGameCredits'''.  Double-click on the event '''main''' and '''add sound''' by right-clicking inside the big grey box on the right.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor1.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select a '''New Wavetable...''', then browse to the sound you want to use for your '''End Credits'''.  I have chosen BG2_Main for my end credits.&lt;br /&gt;
&lt;br /&gt;
[[Image(Event Editor2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Do the same thing for each of the presets that we didnt add ourselves: _main, _precache, _main, _chargen, _credits in the top three event folders.  The main, combat and Death and stingers we will assign our level specific music.&lt;br /&gt;
&lt;br /&gt;
Each time you assign a new sound to an event, a new '''Sound Definition''' will appear in that tab as a folder.  You can organize these also if you wish, but I have not seen a need.&lt;br /&gt;
&lt;br /&gt;
[[Image(New Definition.jpg)]]&lt;br /&gt;
&lt;br /&gt;
=== Verify your work ===&lt;br /&gt;
&lt;br /&gt;
You should have all your events assigned with wavs from your Music Source folder.  It will be tedious, but in the end you will be glad you took the time to setup everything in an organized manner.  I am going to switch gears and show a picture of the finished hierarchy for my module.&lt;br /&gt;
&lt;br /&gt;
[[Image(BG2 Redux Hierarchy.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Remember, the folder setup you use in the '''!Event/Hierarchy''' will be the folder setup in the toolset.  Although, once you know how to do this, its not that hard to re-do just about any part.  Time for the final steps.  '''Save your project''' and make a backup.&lt;br /&gt;
&lt;br /&gt;
== Project Merging == &lt;br /&gt;
&lt;br /&gt;
This is the step that will allow us to get our custom music into Dragon Age under the '''music''' tab in the toolset.  That is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.&lt;br /&gt;
&lt;br /&gt;
=== How to Merge === &lt;br /&gt;
&lt;br /&gt;
You should now have in your '''My_Music'''/'''Build Directory''' folder 2 FDP's:  '''music.fdp''' and '''my_music.fdp'''.&lt;br /&gt;
&lt;br /&gt;
* Open up '''music.fdp''' in FMOD.&lt;br /&gt;
* Goto: File --&amp;gt; Merge Project...&lt;br /&gt;
* Select '''my_music.fdp''' and '''open'''&lt;br /&gt;
* When prompted, browse to any DA sounds you forgot to remove, or events you forgot to re-assign&lt;br /&gt;
* If prompted, browse to any of your customs sounds&lt;br /&gt;
* Look at '''Events''' -&amp;gt; '''Hierarchy''', you will see your new event(s) category at the bottom.&lt;br /&gt;
* Look in the '''Wave banks''', you will see your new banks.&lt;br /&gt;
* Change '''Build Directory''' again to blank.  Reset your '''Audio Source Directory'''.&lt;br /&gt;
* Save '''music.fdp''' to your '''Build Directory'''&lt;br /&gt;
&lt;br /&gt;
[[Image(Post Merge.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Re-assigning Main and Chargen == &lt;br /&gt;
&lt;br /&gt;
Now we need to go back through the top 3 '''Event Categories''' and re-assign '''main, credits, chargen, etc'''.  Double-click on each event one at a time.  Starting with '''_EndOfGameCredits / main'''.  Right-click on the sound and choose: '''Replace Sound'''.  Now browse to the sound you chose before, it should already have a sound definition folder to choose.  Do this for each that were in YOUR FDP that you assigned an underscore to the name.  When finished, you can delete your underscored events.&lt;br /&gt;
&lt;br /&gt;
[[Image(Replace Sound.jpg)]]&lt;br /&gt;
&lt;br /&gt;
This step isnt really necessary if you choose to leave the original names in tact during your FDP building, but I am not sure how that will affect the regular game.  It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still unexplored at the moment.&lt;br /&gt;
&lt;br /&gt;
== FDP Cleanup == &lt;br /&gt;
&lt;br /&gt;
Do any last minute FDP cleanup you wish to do.  Moving sounds around to different banks or organizing folder structure.&lt;br /&gt;
&lt;br /&gt;
 == Building Your Project == &lt;br /&gt;
&lt;br /&gt;
Switching again as I didn't really create the tutorial FDP to completion for this excercise, will demonstrate by building my module FDP.  Remember to double-check your FDP to make sure the '''Build Directory''' is blank.  FMOD will build in the FDP path by default which is where we want it to go.&lt;br /&gt;
&lt;br /&gt;
* Goto --&amp;gt; '''Wave banks''' tab&lt;br /&gt;
* Right-click on the new bank(s) and select '''Build'''.  You can choose multiple banks by Ctrl + select.  You can also simply hit the '''Build''' button at the top of the screen in FMOD and deselect any banks you don't wish to build.  But I like to see just what I am making.&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks.jpg)]]&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Banks2.jpg)]]&lt;br /&gt;
&lt;br /&gt;
Select the bank to build, hit '''build''' and then follow the directions.  You may be asked to navigate to wav locations.  Just do whatever it says.  Double-check your '''Build Directory''' in the FDP.  This is what you should have where you built the files:&lt;br /&gt;
&lt;br /&gt;
[[Image(Build Directory Results.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Placing Files == &lt;br /&gt;
&lt;br /&gt;
Home stretch.  Now copy out the following files:&lt;br /&gt;
&lt;br /&gt;
* music.fev&lt;br /&gt;
* my_music_bank_strm_new.fsb&lt;br /&gt;
* my_music_bank_notstrm_sting.fsb (if you built this one)&lt;br /&gt;
&lt;br /&gt;
Place them in your Addins - Module folder. ie: ''C:\Users\owner\Documents\BioWare\Dragon Age\AddIns\bgr_b21_dev\module\override\Sound''&lt;br /&gt;
&lt;br /&gt;
Save your FDP and exit out of everything. Open up your '''DA Toolset'''&lt;br /&gt;
&lt;br /&gt;
== Toolset Access and Usage == &lt;br /&gt;
&lt;br /&gt;
In the toolset, open your module and an area.  You can now assign sound events or music presets.&lt;br /&gt;
&lt;br /&gt;
[[Image(Toolset View Presets.jpg)]]&lt;br /&gt;
&lt;br /&gt;
== Final Notes == &lt;br /&gt;
&lt;br /&gt;
You can always opt to skip changing music, and just use this method for area presets, cutscene sounds, stingers, whatever you need to add in the realm of sounds.&lt;br /&gt;
&lt;br /&gt;
I hope this tutorial has been helpful.  Will try to add more detail in the future concerning sound definitions and events parameters and flags.&lt;br /&gt;
&lt;br /&gt;
Cuvieronius&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=How-tos&amp;diff=13593</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=How-tos&amp;diff=13593"/>
				<updated>2010-09-17T01:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
See also [[Useful Scripts]] for &amp;quot;how-tos&amp;quot; that specifically involve [[script]]ing.&lt;br /&gt;
&lt;br /&gt;
See [[compiling 2DAs]] for methods of converting Excel source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab. (Make sure your event was selected before you do this).&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds How to: Add New Music and Sounds] by Cuvieronius of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Bug:_export_creates_unnecessary_core_override&amp;diff=13171</id>
		<title>Bug: export creates unnecessary core override</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Bug:_export_creates_unnecessary_core_override&amp;diff=13171"/>
				<updated>2010-07-09T09:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;BAPACop: /* Workarounds */ Some custom MODs install to that folder, so deleting it will break those MODs. Adding the subfolder solves this problem.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found:''' 1.0.1008.0 (Installer Version 1.01)&lt;br /&gt;
*'''Status:''' Open&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
When exporting a module, unnecessary and potential harmful files are created in the \packages\core\overide folder.&lt;br /&gt;
&lt;br /&gt;
This happens when, for example, you select all resources for your module in the palette (excluding any core resource folders), and export without dependent resources. &lt;br /&gt;
&lt;br /&gt;
The potentially dangerous resources are plot files, including (but possibily not limited to):&lt;br /&gt;
&lt;br /&gt;
*plt_cod_aow_spellcombo9.plo&lt;br /&gt;
*plt_gen00pt_backgrounds.plo&lt;br /&gt;
*plt_gen00pt_party.plo&lt;br /&gt;
*plt_genpt_core_achievements.plo&lt;br /&gt;
*plt_tut_combat_injury.plo&lt;br /&gt;
*plt_tut_combat_injury_lots.plo&lt;br /&gt;
*plt_tut_control_followers.plo&lt;br /&gt;
*plt_tut_friendly_aoe.plo&lt;br /&gt;
*plt_tut_specialty_class.plo &lt;br /&gt;
&lt;br /&gt;
The other files are script header source files (.nss). While these cannot have any impact on gameplay, they are unnecessary clutter.&lt;br /&gt;
&lt;br /&gt;
This may not be the full extent of the problem. For example, exporting a cutscene makes folders called ts_cut_blentree and ts_dlgprev_blentree in the \packages\core\overide folder.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
Under most circumstances, it is wise and safe to delete the contents of the \packages\core\overide folder before playing the game or doing a Builder to Player export.&lt;br /&gt;
&lt;br /&gt;
Windows Vista example - use Notepad to put the following lines into text file. Fill in the USERNAME. Change the file extension to .bat and double-click on it to execute. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
erase &amp;quot;c:\Users\USERNAME\Documents\Bioware\Dragon Age\packages\core\override\toolsetexport\*.*&amp;quot; /S /Q &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There a few exceptional cases in which resources must be located in \packages\core\overide - see [[Compatibility#Resource_Scope | Resource Scope]]. These might be regarded as bugs, too.&lt;br /&gt;
[[Category:Toolset bugs]]&lt;/div&gt;</summary>
		<author><name>BAPACop</name></author>	</entry>

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