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Adding sound options


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Posted

Is it possible to add more sound options? For example, right now we have taunt taunt1 taunt2 taunt3, could a taunt 4 be added somehow?

Posted

I actually did do this for Gunslinger's Academy. Player models could have up to 99 of every type of sound and it had backwards compatibility with base models. I might implement it into JK2 Enhanced.

Posted

I've seen a few mods that have a similar thing for Lightsabers so they can have multiple hit/swing sounds.

MB2 Beta Tester / MB2 FA Assistant Dev

Posted
  On 6/4/2016 at 10:26 AM, Zeros Darok said:

I've seen a few mods that have a similar thing for Lightsabers so they can have multiple hit/swing sounds.

is it possible for sabers to have multiple saber on/saber off sounds?

Posted
  On 6/4/2016 at 12:24 PM, swagmaster said:

is it possible for sabers to have multiple saber on/saber off sounds?

 

It could be done? Not sure though.

 

Personally, however I've only seen 1 saberon, saberloop and saberoff per hilt, I've only ever seen additional sounds for swingsound, spinsound, blocksound, hitsound and bouncesound.

MB2 Beta Tester / MB2 FA Assistant Dev

  • 3 weeks later...
Posted

It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.

Posted
  On 6/30/2016 at 4:27 PM, eezstreet said:

It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.

Ok, but is it doable in sp aswell?

Posted
  On 6/30/2016 at 5:48 PM, eezstreet said:

Yes? I don't see why it wouldn't lol.

Cool, so, uh, how?

Posted
  On 6/30/2016 at 6:47 PM, eezstreet said:

As I explained, it's a code edit, in C++. Are you comfortable making code edits? I recommend following my tutorial on compiling OpenJK, and taking a peek at my primer for a solid foundation, although you certainly don't have to memorize all of it.

If you're comfortable making these types of edits and have compiled OpenJK for SP successfully, I can proceed.

The first line of the tutorial, I'm on mac. Is there any alternatives here?

Posted
  On 6/30/2016 at 11:22 PM, eezstreet said:

@@Seven

The only part of that tutorial that is Windows specific is what choice of IDE you're going to use. Download XCode and configure CMake through cmake-gui to use XCode.

You'll also want to install SDL2 and homebrew, details on this are on the OPENJK repository. Check in the wiki here: http://github.com/Razish/OpenJK

I hopefully will be able to do this, but is it just as complicated to add a character sound to a specific animation? For example, if the player or npc were to say something when they perform a mind trick.

Posted
  On 7/1/2016 at 11:20 PM, Seven said:

I hopefully will be able to do this, but is it just as complicated to add a character sound to a specific animation? For example, if the player or npc were to say something when they perform a mind trick.

That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.

Posted
  On 7/2/2016 at 12:01 AM, eezstreet said:

That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.

Can I just add them to the playermodels?

Posted
  On 7/2/2016 at 2:29 AM, Seven said:

Whats the animation for mindtrick?

Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.

Posted
  On 7/2/2016 at 4:13 AM, eezstreet said:

Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.

So I went in and added both mindtrick thing with a sound. I tried where on another animation it would say *jump1 for example *trick1, and in game it says unknown custom sound *trick1. So is this where I would need to access the source code?

Posted

Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)

Posted
  On 7/2/2016 at 7:07 PM, eezstreet said:

Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)

So I could do, sound/chars/cultist/misc/trick1.wav?

Posted

I added it but its just not working.

This is my animsounds.cfg

 

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