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Adding sound options


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Posted

@@eezstreet I don't know what I'm doing wrong, but this still isn't working. Here's what I have in the animsound.cfg now in the uppersounds area (with the other stuff)

 

BOTH_MINDTRICK1 3 sound/chars/obi-wan/misc/trick.wav 0 0 90

Posted

Try adding a line for BOTH_MINDTRICK2 as well. And change probability to 0.

Still nothing

Posted

Where are you including this file in your pk3? Are you running SP or MP?

I'm running in SP and the file is in models/players/hs_kenobi_rots

Posted

I'm running in SP and the file is in models/players/hs_kenobi_rots

Stupid question, but have you checked to see that the file it's asking for (sound/chars/obi-wan/misc/trick) exists?

Posted

Stupid question, but have you checked to see that the file it's asking for (sound/chars/obi-wan/misc/trick) exists?

It is there. Should I just pm you the files?

Posted

the SoundOn, SoundLoop and SoundOff are only 1 into sab files, by default, but i am sure is possible to add others with and ediiting of code realted to .SAB file.  but you need to add a new command for reply this functions (like SoundOn2, SoundOn3 etc.) and make a q_irand variable for the correct sound playing. 

 

for the sounds of hitting func_breakable objects, or enemies, or the lock and parries, it not need necessary code hacking.

you can set custom efx for a saber \ blade with the bladeeffect, hitothereffect, hitpersoneffect, blockeffect commands into the sab file.

instead of use sab file command for the sounds of this events, you can simply add sounds variable to the effects.

you can set multiple sounds for an effect, and they will play randomly by the engine.

 

example by my mod.

 

 

reaver1
{
    name        "Dark Reaver"
    saberType    SABER_SINGLE
    saberModel    "models/weapons2/reaver1/reaver1.glm"
    saberColor    Purple
    g2MarksShader    "gfx/damage/darkmark"
    soundOn        "sound/weapons/Dark_Reaver/darkreaver1.mp3"
    soundOff    "sound/weapons/Dark_Reaver/darkreaver3.mp3"
    saberLength    44
    throwable    0
    saberradius    20
    disarmable    0
    forceRestrict    FP_LIGHTNING
    forceRestrict    FP_SEE
    saberstylelearned    fast
    saberstylelearned    medium
    saberstylelearned    strong
    saberstyleforbidden    desann
    saberstyleforbidden    tavion
    saberstyleforbidden    staff
    spinsound    "sound/weapons/Dark_Reaver/DarkReaver3.mp3"
    swingsound1    "sound/weapons/Dark_Reaver/DarkReaver1.mp3"
    swingsound2    "sound/weapons/Dark_Reaver/DarkReaver2.mp3"
    swingsound3    "sound/weapons/Dark_Reaver/DarkReaver3.mp3"

    blockEffect    "reavers/darkblock.efx"
    hitPersonEffect "reavers/darkimpactbody.efx"
    hitOtherEffect    "reavers/darkimpact.efx"
    BladeEffect    "reavers/darkblade.efx"
    damagescale    1.3
    trailstyle    1
    noclashflare    1
    nowallmarks    1
    lockbonus    4
    parrybonus    7
    disarmbonus    8
    drawAnim    BOTH_CCWCIRCLEBREAK
    readyAnim    BOTH_SABERSTAFF_STANCE
    putawayAnim    BOTH_CCWCIRCLEBREAK
    kataMove    LS_A2_SPECIAL
    lungeAtkMove     LS_ROLL_STAB
    jumpAtkFwdMove  LS_SPINATTACK
    noidleeffect    1
    oninwater    1
}

 

the "darkimpactbody.efx" effect can play also ten differenct sounds for this effect if is necessary. :)

 

inside an EFX file the code of a random sound it's this: you can create it manually editing with notepad the EFX file, or using EffectEd utility.

 

 

Sound
{
   sounds
    [
        sound/weapons/Dark_Reaver/darkreaverhit1.mp3
        sound/weapons/Dark_Reaver/darkreaverhit2.mp3
        sound/weapons/Dark_Reaver/darkreaverhit3.mp3
    ]
}
 

as you can see i added only 3 hit sound, but is possible to make something like that:

 

 

Sound
{
   sounds
    [
        sound/weapons/Dark_Reaver/darkreaverhit1.mp3
        sound/weapons/Dark_Reaver/darkreaverhit2.mp3
        sound/weapons/Dark_Reaver/darkreaverhit3.mp3
        sound/weapons/Dark_Reaver/darkreaverhit4.mp3
        sound/weapons/Dark_Reaver/darkreaverhit5.mp3
        sound/weapons/Dark_Reaver/darkreaverhit6.mp3
        sound/weapons/Dark_Reaver/darkreaverhit7.mp3
        sound/weapons/Dark_Reaver/darkreaverhit8.mp3
        sound/weapons/Dark_Reaver/darkreaverhit9.mp3
 sound/weapons/Dark_Reaver/darkreaverhit10.mp3
        sound/weapons/Dark_Reaver/darkreaverhit11.mp3
        sound/weapons/Dark_Reaver/darkreaverhit12.mp3
    ]
}
Posted

I took a look at the file you sent me in PM, and the issue is actually not related to your animsounds.cfg, it's actually because your sound file is not the correct format (it's 22050hz, not 44100 hz). Try using just a dummy file from the assets, like Jaden saying "Take that!" and see if you can get it to work there, and then try converting your sound file to the correct format using Audacity.

Posted

I took a look at the file you sent me in PM, and the issue is actually not related to your animsounds.cfg, it's actually because your sound file is not the correct format (it's 22050hz, not 44100 hz). Try using just a dummy file from the assets, like Jaden saying "Take that!" and see if you can get it to work there, and then try converting your sound file to the correct format using Audacity.

I tried converting the sound but it still isn't going off. I suppose I can try with a Jaden sound but I don't think thats the issue.

  • 1 month later...
Posted

I've been back at this trying to make a character speak when they fire their weapon. Here's the line I have currently in my animsounds.cfg

 

BOTH_ATTACK2 1 sound/chars/hansolo/misc/taunt%d.wav 1 3 0

 

Just won't work though

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