The Beetroot mod (new audio, audio rework)

Hi!
I starting a new thread on forum because I can’t change the title of the previous one… and I wanted to clarify that my mod has been updated from version 2.0 beta to version 4.8 beta. :rofl: It’s just a personal choice; I hope that’s not a problem!

My mod focuses on adding new audio files. The current version contains approximately 1,500+ new files, of which 1,400 are in use. The vast majority of the audio files are new to the franchise, and I try to introduce updates and changes on a regular basis, but in small steps. I didn’t think my biggest challenge would be promoting Beetroot mod to get public interested. Maybe this isn’t exactly what the community was hoping for—they were probably expecting completely new content. In any case, I originally created this mod for myself. I’ve divided this work into several BETA stages, and as soon as I carry out this plan, I’ll be able to announce the official release and take a break.

Right now, I’m happy with new audio for Explorers and Generals. Although some of them are obvious and serve as references (some better, some less), what I enjoy most is the completely new audio that brings the AoE3 voice to more “live”. It’s a bummer that ModDB only lets me upload a maximum of five videos, because editing them takes time that I could otherwise spend on modding.

To be clear, I’m using files from other versions of AoE, because it all depends on how many audio files I have available that allow me to describe the source and context. In any case, all sources are listed and categorized. I forgot to include two or three places, but I’ll definitely add them in the next version and in the gallery on ModDB. :slight_smile:

So, I encourage you to check it out and share your thoughts.

https://www.moddb.com/mods/vocto-beetroot-mod-voicelines-reform/addons/4-8-beta-beetroot-mod

6 Likes

Very cool!
I loved the focus on giving voices to those who have already used voice files, like the Askari, the Chevau-Léger.
Loving also the Owlhoot voices!

1 Like

ᵗʳᵉᵉ

https://www.moddb.com/mods/vocto-beetroot-mod-voicelines-reform/videos/t-r-e-e

Over the next few days, I’ll be releasing an update to my mod that includes 14 new voicelines for explorers/generals, including a reworked version of Captain Warwick inspired by IronKaiser’s project. :purple_heart:

For now, ima adding audio based on existing files, but if I decided to (and knew how to :thinking:) create new ones, i could add even more audio for explorers or at least for revolutionary units, bcs I’ve never liked the fact that, for example—the Romanian revolutionaries don’t speak Romanian or speak like the regular settlers. Adding new files would be a good idea, especially to avoid some units being silenced on random maps, such as the air balloons for Hausa civ. Unfortunately “a voice for the unknown additive sound” mod doesn’t solve the problem because for example the same type of Battleship merc unit speaks with a French voicelines for most civilizations expect European civ. I once tried adding a few new lines of code for Battleship, but it caused all the shipz get angy at me and stop talking to me. :sob:

I’m afraid that would require twice as much work, zo the plan right now is to update the audio for most naval units—especially those that only have one type (hewwo Azian civ). Even though I’m doing this for myself, I’m not even sure if “beta” is the right term or which number version is the correct one, since I always want add something new. :rofl:

Mutant Honey Badger has some new… voicelines. Some audio files are so perfectly suited that I’m particularly proud of them, even though I don’t often use game cheats (in singleplayer ofc) and ima not necessarily interested in a particular type of… sheep.

I bought Total War: Napoleonic only to check what kind of audio it has and see if I could steal anything. XD

5 Likes

Current status for version 4.9.9 (not everything is mentioned):

  • all audio files have been converted to mono, expect Explorers and Generals, which were intentionally added or left in stereo;

  • i improved the audio for the Highlander Outlaw so it sounds “flatter” than it does in a box or bottle (btw. he uses the French-Belgian variant);

  • there are a total of 15 different voicelines for explorers or generals; I didn’t use AI, everything is the result of careful selection and editing;

  • the Fulani archers stopped sounding as if someone had stepped on their foot;

  • the American grenadiers of Washington’s Legion use Washington’s voicelines as if they were his clones;

  • some militiamen have new audio instead of the default voicelines from settlers (work in progress);

  • the native scout has new voicelines instead of the original Nootka;

  • Californio has its own voicelines based on existing files, but without references to Mexico;

  • US rev Volunteer has a new voice line that replaces its old one;

  • audio improvements for unique Dutch units and Berber Imam;

  • audio differences for the Savolax Jaeger, Italian mounted carabinieri, Swedish halberdiers, Papal Guard, Yoruba warrior, Akan warrior, Sudanese units (expect Askari, who speaks arabic), Somali units, Maya units (work in progress);

  • Mexican cuirassiers stopped fighting for the Spanish crown (cut one audio :rofl:);

  • the Great Grenadiers merc unit have new voicelines inspired by Sealinge’s mod (but he doesn’t know that, so don’t tell him that, ok);

  • new voicelines for the Portuguese falconets, new voicelines for Rattan Shield units, new voicelines for the Knife Thrower, Papal Zouave, Papal Schviaone, French grenadiers, Conquistador, unknown Miner, Polish Uhlan and more™

  • return to the legacy version of audio files for Lenape, using female Haudenosaunee voicelines;

  • alternative new audio for the Marathan Catamaran;

  • all Colonial Oppressor units related to African maps have new audio based on outlaw audio from various language versions of AoE 3;

  • the stupid monk is still stupid and doesn’t know what he’s doing;

  • the Honey Badger is even more bloodthirsty;

  • many different unique units, such as the Tribal Horseman or Bedouin, have their own unique audio. This mostly relates to mercenaries and bandits, because I’ve always wanted to include them in Beetroot mod.

  • and more™

There are a total of 1,647 audio files, of which over 1,500 are in use. The rest are waiting for their “turn”.

Known issues still include experiments with audio balancing based on individual sources. :sob: The Russian Dragoon does not always work properly. The new ship audio voicelines doesn’t have the sound of water flowing in the background, if that matters. The audio file for Spearman’s Hausa needs to be changed. Ethiopian Levy units not have different voicelines depending of unit type.

https://www.moddb.com/mods/vocto-beetroot-mod-voicelines-reform/addons/beta-49-beetroot-mod-new-voicelines-and-more-audio#downloadsform

2 Likes

So, i’m working with 5.0 version
https://www.moddb.com/mods/vocto-beetroot-mod-voicelines-reform/videos/5-0

2 Likes

Sure, I won’t say anything!

Cool work!!

1 Like

Can you replace the aztec voice lines with the Age of Mythology aztec voice lines please?

2 Likes

That’s EXACTLY what I wanted to do. I was even going to dedicate this mod to you. :sob: I’ll do it in mod and separately, bcs I know not everyone wants a thousand other changes.

1 Like

Hey on moddb it says the mod is archived; is that only because it’s being worked on for the new patch, or did you abandon it?

https://www.moddb.com/mods/vocto-beetroot-mod-voicelines-reform/addons/beta-49-beetroot-mod-new-voicelines-and-more-audio

I’m not working on Beetroot mod right now, but I’ll definitely come back~

I’ve seen too many modders who abandon their projects, especially without even saying goodbye. :cry: I need to get out of Beta, whatever that means. I’m also waiting for the DLC, bcs I’ll probably need to check and fix half the code.

1 Like

I’m just wondering,
Is it possible to add new sound tracks to animations that do not have it? Like new sound effects for units when they’re moving?

I don’t know if it’s possible to add audio to new animations for existing units. You can edit an animation, but what about adding new audio for an charge, for example? For instance, the Swedish Caroleans have a sound effect when they quickly switch their tactic from ranged to melee for a short moment.

Yes, that’s correct, but this is more of an activation via a button before the animation, something I already know is possible to do. If I had to rephrase my question, is it possible to create an audio track when the units are moving, i mean without having to activate the sound effect via the interface? I still find it surprising that there is no movement noise coming from the units even for an AOE which is often said to be the most immersive. I think modders should take a closer look at this, as it could significantly improve the gaming experience.

1 Like

You’re absolutely right. I think that adding sound effects requires redefining what “movement” means for all unit types. Ships make a sound when they’re waiting for orders. If we apply this analogously to infantry, we could add movement audio and loop it, but that seems like it might be too difficult when it’s not surround audio. Instead, the developers focused on sound signals. You’ll notice that even the implementation of squad tactics wasn’t fully implemented in final release of legacy.

The game randomly uses mono and stereo, and that’s sometimes what makes it hardest for me to determine which is better for identifying enemies in battle. Explorers are in stereo so their existence is always “visible” but troops are in mono so you can locate them. Your idea would be most logical and useful when our settlers are attacked from behind or from the flank. I’m curious how, in the situation of massive battles and several events happening at once, the sound might simply blend together and create an unclear mix. This is an ambitious challenge for a game that has held a special place in our hearts for over 20 years, but it is possible; the drummers play sounds as they move.

The portrait on the Ruyter card looks cool.
:wink:

Just to be clear, by “my job” I don’t mean writing the right prompts. :rofl: Before I start processing something with AI, I usually boost the contrast and shading, remove the background, reduce excessive pixelation, enhance the colors, add details, and sometimes redraw entire objects by myself, etc. Only then, MAYBE something good can come of it.

Sharing my discovery of the day here. When you use the cavalry charge mode with your cavalry unit, its movement is accompanied by a new sound track of a trotting horse. It’s subtle enough that you might not notice it at first, but once you do, the sound effect becomes pretty distinctive.

It seems to me that this is either a coincidence or has nothing to do with my mod, even though the audio isn’t limited to just units. As an example and a fun fact, in Home City for the Ottomans, the call to prayer (adhan) plays instead of the church bell.

If you have any other thoughts, please let me know. I’d love to hear how I can improve things.

I’m currently working on version 5.0, and I’ll be releasing it soon, yay.