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CM16 with Audio Editing

Hi,
I am sharing a CM16 version that supports editing of players audio. Please read the tutorial because the editing is not trivial.

You can download the latest versions from the Download page of my RFS project

Rinaldo's Download Page

Updated Tutorial
If I install the most recent version of CM3.3 or 3.4, I can't export .wav or import audio files, and I can't even listen to the audio to see if it's ok in .sps. It seems like the codecs that only came in the previous beta versions are missing, like this one CM16 3.1.08. Is it possible to put all the files from the beta version with audio up to CM3.4, allowing it to be complete?
 
I double checked and the codecs are in the package, so the problem could be something else. These are the files that you should see:
Source: "ealayer3.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.deps.json"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.runtimeconfig.json"; DestDir: "{app}" ; Flags: replacesameversion
Source: "ffmpeg.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "libspeex.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "SpeexSharp.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "SpeexSharp.xml"; DestDir: "{app}" ; Flags: replacesameversion
 
ok here it goes


Basically, it's the FIP 16 db UEFA NW with expanded db capacity using DB master. So now the playernames and dcplayersnames id ranges goes up to 65000

The operations are simply adding leagues and teams from other fip 16 db using cmp, but at a point, when reaching dcplayernames id around 33000 it saves them as duplicated 29000 and on but never go further than 33000 and something even if the table allows it
Is this bug solved ???
 
Honestly I can't remember ( ... I do too many thigs and I didn't write anything about this point). Double check yourself and let me know.
 
I double checked and the codecs are in the package, so the problem could be something else. These are the files that you should see:
Source: "ealayer3.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.deps.json"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "EASounds.runtimeconfig.json"; DestDir: "{app}" ; Flags: replacesameversion
Source: "ffmpeg.exe"; DestDir: "{app}" ; Flags: replacesameversion
Source: "libspeex.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "SpeexSharp.dll"; DestDir: "{app}" ; Flags: replacesameversion
Source: "SpeexSharp.xml"; DestDir: "{app}" ; Flags: replacesameversion
All these files are there, but when loading in Editing: Language the list of names only exports sps and wav it does not export in any way if I click on export wav it exports in sps what do I do to export because in wav we can edit and it is easier. And in the same list of Editing or Exploring when we click to hear the narration of the name there is no audio. I am Windows 11 Pro x64 24H2.
 
Check if .NET Framework 4.8 is installed in your PC, yes installed in my PC.
1750572568338.png
 
All these files are there, but when loading in Editing: Language the list of names only exports sps and wav it does not export in any way if I click on export wav it exports in sps what do I do to export because in wav we can edit and it is easier. And in the same list of Editing or Exploring when we click to hear the narration of the name there is no audio. I am Windows 11 Pro x64 24H2.
What is not working is the conversion from sps to wav. It is performed by an external tool: EASounds.exe that is launched by CM16. You have to figure out why the execution of EASounds is blocked.
It is a Console program that you can also launch from a CMD window using this syntax
EASounds encode filename[.wav|.mp3] [-e|--ealayer3|-s|--speex]
EASounds decode filename[.sps] [-w|--wav|-m|--mp3]
 
Before formatting my PC I followed each of the CM demos and in some of them maybe this CM16 3.1.08 everything worked even new versions but then this time I installed only the latest version and it simply doesn't work.
What is not working is the conversion from sps to wav. It is performed by an external tool: EASounds.exe that is launched by CM16. You have to figure out why the execution of EASounds is blocked.
It is a Console program that you can also launch from a CMD window using this syntax
EASounds encode filename[.wav|.mp3] [-e|--ealayer3|-s|--speex]
EASounds decode filename[.sps] [-w|--wav|-m|--mp3]
Before formatting my PC I followed each of the CM demos and in some of them maybe this CM16 3.1.08 everything worked even new versions but then this time I installed only the latest version and it simply doesn't work.
 
.NET is the main candidate to create this kind of problems. I recommend to install both .NET 8 and .NET Framework 4.8

Btw. did you try to launch EASounds from a CMD shell ?
 
.NET is the main candidate to create this kind of problems. I recommend to install both .NET 8 and .NET Framework 4.8

Btw. did you try to launch EASounds from a CMD shell ?
Resolved. I managed to get it, I was missing .NET 8, even though I had .NET Framework 4.8, it was still missing. Now the audio is working when we click to hear the narration and exporting to wav is also working. Thanks Rinaldo, thank you very much.
 
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Hi @Rinaldo ,
I just downloaded your latest version of Creation Master 16, and I’ve encountered the same issue I had with the previous update. There’s a strange bug: every time I try to import or save something using the newest CM16, the name table gets corrupted.

Because of this, I’m unable to add any players or teams—doing so completely messes up the name table. After saving, many names become distorted or incorrect.


1.png


Any idea how to fix this?
 
I guess you have completely filled the playernames table.
I also got it when using a very limited db. What I also discovered is that is also competently removes the table 'dlcplayernamers'. Is it maybe because i open my CM16 with the dutch db?

I was also wondering why those _()_dut_nl.db are being made, maybe automatic back ups?

1.png
 
The language doesn't matter and yes they are backup. Check with db master the state of your name tables.
 
The language doesn't matter and yes they are backup. Check with db master the state of your name tables.
not sure if has done anything to do with the name table to be honest, its just that some names in the player table go to ID "0", thats why they don't show up and disappear.
 
not sure if has done anything to do with the name table to be honest, its just that some names in the player table go to ID "0", thats why they don't show up and disappear.
Hi!

I have the same problem with you.

Once i export the players data from patch A for example. Then i upload those data to patch B by CM16, the player's name shows correct.

But once i regenerate and save by cm16, all uploaded new player's name get wrong.

I create new player's ID before I export them from patch A, so that these players will not have same ID with patch B, but it also has problem.

How can i solve this problem?
First and second pic is I upload those new players, third pic shows that all upload player's name are correct. Fourth pic show that once i regenerate and save by cm16, player's name get wrong.
For example, "Ai Kesen" turns to "Chul Soon", i tried for some times, each time the new players shows different name.
 

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Hi!

I have the same problem with you.

Once i export the players data from patch A for example. Then i upload those data to patch B by CM16, the player's name shows correct.

But once i regenerate and save by cm16, all uploaded new player's name get wrong.

I create new player's ID before I export them from patch A, so that these players will not have same ID with patch B, but it also has problem.

How can i solve this problem?
First and second pic is I upload those new players, third pic shows that all upload player's name are correct. Fourth pic show that once i regenerate and save by cm16, player's name get wrong.
For example, "Ai Kesen" turns to "Chul Soon", i tried for some times, each time the new players shows different name.
Let me explain what is the problem. FIFA 16 has two tables that you can use for saving player names
  • playernames that can store names with id < 29000
  • dcplayernamens that can store names with id >= 29000 up to 32767
When the total number of playernames is larger than 32767 the table dcplayernames is filled with too many names having the same id. CM16 does not have a warning to inform you when this situation happens, the table is simply filled incorrectly, and when you reopen the DB the names are scrambled.

You are starting from a DB that already has the playernames table completely filled and dcplayernames with 720 names. So it is very close to the limit. When you import a new CMP the number of overall names is too large, as far as you work in memory the names are shown properly, but when you try to save on the DB the problem happens due to the limited number of names that the DB can accept.

I've seen that some recent patches have extended the capacity of playernames to 65535 names, but this is not supported by CM16 as it was not available in the original FIFA16 when I wrote the code. Likely the authors achieved this editing the xml file and working with DB Master, but this extension is not supported by CM16.

If you want to overcome all these limitations of FIFA 16, start playing my Real Football Simulator game (link in my signature).
 
Guys, I download and install , but can't open v3.4.
It doesn't work for me. Can you help me? What I can do?

Edit: problem event name : BEX
 

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