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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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Audio file requirements


Circa

There's always confusion regarding the requirements for audio files for JK2 and JKA. Hopefully this thread can lay it out plainly for those with issues. It's always recommended to use the free program called Audacity, since it can do a lot of simple things easily, and is cross platform. There is also a free web tool that people use nowadays as well here.

NOTE: there is a known issue with Audacity where it will export in the right settings but still not work properly. A silly workaround is to open up a similar sound from the JKA assets, delete the waveform, copy and paste the waveform from your sound into the asset sound and export that.

For voice audio files (either the cutscene lines or action lines in the misc folder):

  • MP3
  • Sample rate: 44100Hz (sometimes shown as 44.1kHz)
  • Must be mono (1 channel, as opposed to stereo with 2 channels, left/right)
  • Bitrate can be anything (higher the bitrate, the better quality, but bigger filesize - a good medium is 192kbps)

For music audio files (for worldspawn music in the /music/ folder):

  • MP3
  • Sample rate: 44100Hz
  • Must be stereo (2 channels, left/right)
  • Bitrate can be anything

For effects (weapons, force, environment):

Looping sounds (example: a fire burning, water running, or saber hum):

  • WAV
  • Bit depth: 16 bit PCM
  • Sample rate can be anything
  • Must be mono

Non-looping sounds:

  • Same as voice files

ROQ Videos

  • PCM (Uncompressed) 22,050 Hz, 16bit Stereo

Edited by Circa
added roq

Archangel35757 and Ramikad like this

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I'm certain that the confusion comes from this shit being so unreliable. I have followed this to a T using both GoldWave and Audacity. Some files just refuse to work and what's even more strange is that I could have swore that some PK3s from the past that actually worked years ago, suddenly seem to no longer work today. I specifically remember releasing a PK3 with the sounds working and using it actively, yet that same PK3 simply won't play them today, no matter what.

I am referring to saber hilt sounds here. I am sitting on a folder right now with audio files and nothing works (except turn on and turn off) despite having followed the voice files recommendation. It just plays the default JKA sounds during clashes and what-not. Meanwhile I have another folder with another weapon that I have done and those work just fine.

It's frustrating to say the least and I simply gave up trying to fix it.

 

EDIT: I suppose I could try dropping the hell out of the quality and turning them into .wavs but I don't even want that to be a fix when I know full well that they worked in the past.

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I can say from experience that music files above 128 Kbps frequently fail to load, at least when created with Audacity and the LAME encoding library. Not sure why.

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12 hours ago, NAB622 said:

I can say from experience that music files above 128 Kbps frequently fail to load, at least when created with Audacity and the LAME encoding library. Not sure why.

I haven't seen that happen, and I've been using my Prequel Music Replacement in my base folder for years, which are all at 320kbps made with Audacity. Interesting.

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