emsi1975
13 years ago
1 day ago
16
hello, i hope someone here in the forum can help me
how or i can actually change the crowd sounds, as it already worked in the whole football manager before.
there you could always change the sounds with your own so that in the game you always had the support for your team.
Unfortunately, I find in the new FM18 no sounds folder anymore

I would be very happy if any help from you.

Thanks in advance
Tommy Hughes
12 years ago
8 hours ago
651
hello, i hope someone here in the forum can help me
how or i can actually change the crowd sounds, as it already worked in the whole football manager before.
there you could always change the sounds with your own so that in the game you always had the support for your team.
Unfortunately, I find in the new FM18 no sounds folder anymore

I would be very happy if any help from you.

Thanks in advance


Hi!

I was wondering the exact same thing, and someone told me that you can still modify the sounds in FM18 by editing the match_sounds.cfg as before and simply placing your .wav files in USER\Documents\Sports Interactive\FootballManager18\sounds -folder.

That's the way it's supposed to work now.

I've added my own sounds in every FM since FM14, but I haven't tried it in FM18 yet. It's really weird they decided not to have the sound folder in the game folder as before but hopefully it won't be an issue and editing sounds will be possible this way.

I cannot imagine not having customized sounds in FM anymore so I've been a bit worried with the changed folder structure of FM18. Can you please comment here after you've tried it and let me know if it works?
emsi1975
13 years ago
1 day ago
16
I try it and tell you later if its work or not...

thanks a lot for the information
emsi1975
13 years ago
1 day ago
16
Hello Tommy,

it works

do you have a possibility whether one the sounds specifically to a team can assign, so that always the sound of the just playing team runs?

i can make every crowd and goal sound without problems. you can use special hertz number to take sounds inside the game, but erverytime for 1 team but not for more...


nice one greets

markus
Tommy Hughes
12 years ago
8 hours ago
651
Hello Tommy,

it works

do you have a possibility whether one the sounds specifically to a team can assign, so that always the sound of the just playing team runs?

i can make every crowd and goal sound without problems. you can use special hertz number to take sounds inside the game, but erverytime for 1 team but not for more...


nice one greets

markus


Hi Markus!

I was managing Kaiserslautern in FM17 and here's what I did to include chants for both teams, home and away:

I used the sound trigger SOUND_ATTACK_BUILD_UP to have both sets of fans chant for their teams. I havent found a way to make it more specific like for example "home team is attacking, so it triggers home team fans' chant" etc.
Here's what I do instead: If the next match is Kaiser v Stuttgart, I edit both their chants in match_sounds.cfg like this and have them play during the match at random:

#
SOUND_ATTACK_BUILD_UP, "FM_crowd_excited", 0, 1, 2, 0 (Original FM sounds...)
SOUND_ATTACK_BUILD_UP, "FM_crowd_excited2", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_cheer1", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_cheer2", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_push", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_push2", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_pushclap", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_crowd_push3", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_european_chant", 0, 1, 1, 0 (General chant)
SOUND_ATTACK_BUILD_UP, "FM_seven_nation_army", 0, 1, 1, 0 (General chant)
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl", 0, 1, 1, 0 (Club specific chants for kaiserslautern...)
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl2", 0, 1, 1, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl3", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl4", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl5", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl6", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl7", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl8", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl9", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl10", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl11", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl12", 0, 1, 1, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl13", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl14", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl15", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl16", 0, 1, 1, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl17", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl18", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Kaisersl19", 0, 1, 1, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart", 0, 1, 2, 0 (Club specific chants for Stuttgart...)
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart2", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart3", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart4", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart5", 0, 1, 1, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart6", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart7", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart8", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart9", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart10", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart11", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart12", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart13", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart14", 0, 1, 2, 0
SOUND_ATTACK_BUILD_UP, "FM_Stuttgart15", 0, 1, 2, 0

If I want to have a strong home crowd and a small amount of relatively quiet travelling fans, I list many Kaiser (Home team) chants and far less Stuttgart (away team) supporters' chants.

I wish there was a way to save lots of editing time by identifying team chants by using team id's but unfortunately there isn't so the customization is far from perfect because, judging by the match_sounds.cfg and match_events.xml, the engine "doesn't know" which team is which as an event occurs on the pitch. It simply has not been programmed to possess that logic. (Meaning it plays celebration sounds for the scoring team, not the home or away team that scores. It would be nice to have very excited and loud celebrations for home teams and much quieter ones for away teams, among many other things.) It's clear SI haven't prioritized the sound aspect of the match engine very high, which is a shame. But at least we're given the possibility to customise some of it ourselves, which is cool.

Tommy
emsi1975
13 years ago
1 day ago
16
Hi Tommy,

the same i use in my fooball manager now and before.
But i can make every chant or Goal sound with a spezial programm.
Also i can make the sound in the Game more loud or quite.

I have a loud crowd when my team score a goal and a Goal sound for the hometeam.
The problem is that i can not handle it.

I hope we find another way to change the sounds

We stay in contact

Markus
Rich B
17 years ago
5 days ago
243
Premium
Could someone please either post a download link for the sound pack they are using please? I hate the fm18 sound pack, sounds terrible.
It would be hugely appreciated
emsi1975
13 years ago
1 day ago
16
If you want a Sound Patch folder, tell me.
I can give you a folder from German, Englisch and South European fan sounds.
But I prefer to change the sounds by my own Programm.
Enos
8 years ago
8 months ago
61
Premium
Interesting. I have a sound folder that I've made on my own over the years, but cannot get it to work in FM18. Which folders do you adjust? I have a bunch of .wav files and a config file. Not sure where to put them in FM18. I have tried the sounds folder in my user documents and it doesn't seem to work.
Tommy Hughes
12 years ago
8 hours ago
651
I've received many questions about adding sounds into Football Manager over the last few years. I have written a guide and decided to post it here for anyone seeking information, help or tips on the matter.


- Tommy H -



SOUND EDITING FOR FOOTBALL MANAGER 2018



*SOME BASIC THEORY

(NOT all this will be required to set up the sounds but I'll post this in case you want to study the editing process further. Placing your own sounds in FM isn't that complicated once you get the hang of it, but it will be all the more rewarding, promise!)


The sound files of FM18 are located in the compressed archive file named simatchviewer_uncompressed.fmf in C:\Program Files (x86)\Steam\steamapps\common\Football Manager 2018\data\ -folder.
You can use the free Football Manager 2018 Resource Archiver (Found in Steam Library -> Tools) to extract the files. You will the extracted sound files in the folder C:\Program Files (x86)\Steam\steamapps\common\Football Manager 2018\data\simatchviewer_uncompressed\sounds\

You can place your own (requires a particular kind of .wav format) custom sound files into the extracted ---\sounds\ folder, add the names of your custom sounds into match_sounds.cfg and make FM18 play those sounds in the match engine.


The match_sounds.cfg and match_events.xml files define which sound files are used in the FM18 match engine and in which particular situations (i.e. match events).

You can open both, the match_sounds.cfg and match_events.xml, with Windows Notepad or some other basic text editor.
(You'll find both of these files in: C:\Program Files (x86)\Steam\steamapps\common\Football Manager 2018\data\simatch\events)

These are sound triggers:
SOUND_HIGH_ANTICIPATION

For example, in match_events.xml you have an event id=2 (the individual match event ID that is neat for finding a specific event within the file):
EVENT_LOSE_CONTROL_OF_BALL;INGAME - - -
Scrolling down, you'll see that it is associated with a sound trigger:
<string id="sdon" value="SOUND_LIGHT_GROANS" />
<string id="sdtw" value="" />

"sdon" means sound one and "sdtw" means sound two. You can use 0-2 different sound triggers for a single match event, sound one, sound one and sound two, or neither.

In the example above, the event EVENT_LOSE_CONTROL_OF_BALL;INGAME activates sound trigger SOUND_LIGHT_GROANS.
Now, when you open match_sounds.cfg in notepad and search "SOUND_LIGHT_GROANS", you'll find the same exact trigger. These two files work in tandem. If a trigger already exists, you can just replace a sound or add another alternative sound to the trigger. If you need to create a whole new trigger or associate a trigger existing in match_sounds.cfg with an event in match_events.xml, then you need to edit the match_events.xml as well.

In FM18's default match_sounds.cfg the trigger looks like this:

SOUND_LIGHT_GROANS, "FM_crowd_push2", 0, 1, 2, 0

And it has a similar trigger for other events right after it, with the same sound (FM_crowd_push2) associated:

SOUND_LIGHT_GROANS_OPPOSITION, "FM_crowd_push2", 0, 4, 2, 0

In my edited general match_sounds.cfg, the trigger looks like this:

SOUND_LIGHT_GROANS, "FM_crowd_push2", 0, 1, 2, 0
SOUND_LIGHT_GROANS, "0304_cmonref", 0, 1, 2, 0

That's because there are two sounds instead of one for the match engine to randomly choose from.

If you open the ---\sounds\ folder and search for "FM_crowd_push2", you can listen to, and know, exactly what type of sounds the trigger will cause to be played. And, remembering the match_events.xml, you know at least one event in that file that triggers these specific sounds.


Now you know how to address specific files to be used for specific match events, and if you wish, how to change or add sounds being listed as options in a sound trigger.



*CREATING A NEW SOUND TRIGGER 1.0

example:

I've added two triggers to event <integer value="185" id="id" /> EVENT_YELLOW_CARD;INGAME that had no sounds associated to it at all.

It used to look like this:
<integer id="isst" value="0" />
<integer id="flsh" value="0" />
<integer id="rtct" value="2" />
<string id="sdon" value="" />
<string id="sdtw" value="" />
<integer id="meci" value="4" />
<integer id="plrc" value="1" />
<integer id="refc" value="2" />

Now it looks like:
<integer id="isst" value="0" />
<integer id="flsh" value="0" />
<integer id="rtct" value="2" />
<string id="sdon" value="SOUND_YELLOW_CARD_OPP" />
<string id="sdtw" value="SOUND_YELLOW_CARD" />
<integer id="meci" value="4" />
<integer id="plrc" value="1" />
<integer id="refc" value="2" />

Then I added two sound triggers and many mentions of alternative sound files in match_sounds.cfg to enrichen the atmosphere:

SOUND_YELLOW_CARD, "FM_crowd_badref", 0, 1, 2, 0
SOUND_YELLOW_CARD, "0304_Baddec", 0, 1, 2, 0
SOUND_YELLOW_CARD, "FM_crowd_boos_small", 0, 1, 2, 0
# SOUND_YELLOW_CARD, "FM_ref_wnker", 0, 1, 2, 0
# SOUND_YELLOW_CARD, "FM_ref_wnker2", 0, 1, 2, 0
# SOUND_YELLOW_CARD, "FM_ref_wnker3", 0, 1, 2, 0
SOUND_YELLOW_CARD_OPP, "FM_crowd_quiet_applause", 0, 4, 2, 0
SOUND_YELLOW_CARD_OPP, "FM_sub", 0, 4, 2, 0

The hashtag (#) mark means the game will NOT take the line starting with # into account, and thus I have rendered the English "Wanker!" shouts non-existent in the neutral, general sound setup version. In English match_sounds.cfg file these lines are enabled.
Now, all I have to do is make sure those files ussed above are in the game's \sounds\ folder and they will be used when someone receives a yellow card in a match.



- So, what does the "0, 1, 2, 0" or "0, 4, 2, 0" or something else mean in a sound trigger line? That is explained below:


*CREATING A NEW SOUND TRIGGER 2.0
Slightly advanced theory... useful when creating new sound triggers

About the order in which the sounds are played during in-game events, there is a numerical value placed after each sound that is mentioned in the match_sounds.cfg. That value defines how often it is to be selected in comparison to other sounds for the same sound TRIGGER.

There is a brief explanation provided by SI at the very beginning of their default match_sounds.cfg:

#
# Sound config file
#
# id, filename (without .wav extension), loop flag, sound type, chance, pre-cache flag
#
# types:
#
# 0 - MST_BACKGROUND
# 1 - MST_CROWD
# 2 - MST_PITCH_EVENT
# 3 - MST_REF_EVENTS
# 4 - MST_OPP_CROWD
# 5 - MST_BACKGROUND_OPP_CROWD
#
# The higher the chance number the more likely the sound is to be picked.
# Note: this has no effect if only one sound supplied for an id so use a default value of 1

Here's what it means:

You have the sound trigger named trigger "SOUND_HIGH_ANTICIPATION". There are currently 2 optional sounds (filenames "FM_crowd_excited" and "FM_crowd_excited2" ) that the trigger randomly plays. That randomness can, however, be adjusted using the 3rd value in the sequence 0, 1, 2, 0. (= number 2 in this case.) It is the chance value - how often the sound will be chosen from among the alternatives in the sound trigger. (This trigger has 2 alternative sounds.) According to my tests, chance value 1=rare, 2=normal 3=often. I believe that, 1-3, is the full scale of possible chance values. Adjusting those values lets you define the probability of saounds to be used, in relation to eachother.

The other values in the sequence are:
First 0 = loop flag. 1 means that sound will loop untile next sound of the same type is triggered. 0 means sound looping is off.
Second value (1 in here) = sound type. Sound types are listed above (0 - MST_BACKGROUND and so on...) I won't go into detail about these, unless you want, but they are very useful when making completely new triggers for example REFEREE sounds or OPPOSING CROWD etc. But yeah, intricate stuff...
Third value, chance, we already covered.
Fourth and final value (0 in here) = pre-cache flag. I believe it means whether the sound will be cached ready for use at the brginning of the match, before it is even needed for the first time. Caching of course helps the sound play faster, withoud any delay caused by loading the sound file. Just how big a difference it makes is unknown to me. Anyway value 1=sound should be pre-cached and 2=sound will not be pre-cached.

SOUND_HIGH_ANTICIPATION, "FM_crowd_excited", 0, 1, 2, 0
SOUND_HIGH_ANTICIPATION, "FM_crowd_excited2", 0, 1, 2, 0




*IF YOU CREATE YOUR OWN SOUNDS, WHAT FILE TYPES & FORMATS WILL WORK IN FOOTBALL MANAGER?

- Sound files are to be exported as .wav 16 bit
- Mono (especially) or stereo (should also work)
- Resampled to 22050 Hz (Sample Rate)
- Length: I don't know why, but the maximum length of a sound (at least pre-FM18) seems to be around 10-11 seconds. This is weird, because there are default sound files in FM much much longer than this...
- As you export the file, BE SURE to clear all possible METADATA, i.e. info of artist or music style or album etc. info that can be stored in the file, because for some reason soundfiles with metadata will not play at all in FM!!


And that's as far as I've gotten with my sound editing guide for FOOTBALL MANAGER so far...
\'Appy \'Ammer
17 years ago
5 hours ago
157
By Tommy Hughes 21 June 2018 - 20:36 PM UTC 

I've received many questions about adding sounds into Football Manager over the last few years. I have written a guide and decided to post it here for anyone seeking information, help or tips on the matter.


- Tommy H -


 

 

What a fantastic explanation of the sounds files here. I have been playing around with the fm23 sounds files and was trying to understand the match_files.xml, so this will be a great help. I know you posted this 5 years ago, but other than converting things to fmf files nothing has changed. I downloaded metz's paid for sounds file which is good quality. The only thing I am looking to do is to see what I can add or change for myself. Particularly interested in individual team chants, and multiple sounds for goals scored noises ie away goal celebration not as loud. You used to be able to add team and player specific chants many FM's ago, not sure if that's possible anymore?? This is an area of total neglect from SI, but for me, it adds so much immersion to the match day experience.

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