Im trying to find out how to get the space intercom sounds into my map.
Hidden/Spoiler:
Ex: THE HANGAR IS UNDER FIRE! THIS IS NOT A DRILL, I REPEAT, THIS IS NOT A DRILL!
Im working with the republic so if someone can help me to get the republic sounds that would help a lot
Re: Space Intercom Sounds ?
Posted: Tue Jun 17, 2014 10:10 am
by Locutus
Some sounds (like shields down, etc) are added by lua: BroadcastVoiceOver( "NAME", *Side* ), i.e. BroadcastVoiceOver( "ROSMP_obj_18", REP ).
The other sounds are part added to the space fighters odf:
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
This chatter can be found in : ...\Sound\global\rep_unit_vo.snd
Hidden/Spoiler:
SoundStreamProperties()
{
Name("rep_inf_com_space_chatter");
Group("rep_vo");
Inherit("battle_chatter_template");
MinDistance(200.0);
MuteDistance(200.0);
MaxDistance(200.0);
PlayProbability(1.0);
PlayInterval(12.0);
PlayIntervalDev(3.0);
Gain(0.;
Mode3D(0);
Stream("rep_unit_vo_slow");
SegmentList()
{
Segment("RI1CP001", 5.0, 0.0, 3.0); // I’ve got a Fighter on my 6!
Segment("RI1CP002", 5.0, 0.0, 3.0); // My port engine’s out! My port engine’s out!
Segment("RI1CP003", 5.0, 0.0, 3.0); // Blue Leader, you’ve got bugs on your tail!
Segment("RI1CP004", 5.0, 0.0, 3.0); // Woohoo!!! That makes 7!
Segment("RI1CP005", 5.0, 0.0, 3.0); // Nice shot! How many is that?
Segment("RI1CP006", 5.0, 0.0, 3.0); // Nice shooting!
Segment("RI1CP007", 5.0, 0.0, 3.0); // I can’t shake this fighter!
Segment("RI1CP008", 5.0, 0.0, 3.0); // Reinforcements!
Segment("RI1CP009", 5.0, 0.0, 3.0); // Fighter locked. This one's mine.
Segment("RI1CP010", 5.0, 0.0, 3.0); // He's coming around!
Segment("RI1COM467", 1.0, 0.0, 3.0); // Chase down that scout!
Segment("RI1COM468", 1.0, 0.0, 3.0); // Don't let that Tri get away
Segment("RI1COM469", 1.0, 0.0, 3.0); // Tri Fighter! After him!
Segment("RI1COM470", 1.0, 0.0, 3.0); // Take down that Tri Fighter!
Segment("RI1COM471", 1.0, 0.0, 3.0); // Track that Tri Fighter!
Segment("RI1COM472", 1.0, 0.0, 3.0); // Tri Fighter! On your tail!
Segment("RI1COM473", 1.0, 0.0, 3.0); // Watch your tail!
Segment("RI1COM474", 1.0, 0.0, 3.0); // You've picked up a Tri!
Segment("RI1COM475", 1.0, 0.0, 3.0); // You've got company!
Segment("RI1COM476", 1.0, 0.0, 3.0); // Tri Fighter, right behind you!
Segment("RI1COM477", 1.0, 0.0, 3.0); // Take out that bomber!
Segment("RI1COM478", 1.0, 0.0, 3.0); // They're using bombers
Segment("RI1COM479", 1.0, 0.0, 3.0); // Attack that bomber!
//Segment("RI1COM480", 1.0, 0.0, 3.0); // Grevious! Take him out!
Segment("RI1COM481", 1.0, 0.0, 3.0); // Go after that bomber!
Segment("RI1COM482", 1.0, 0.0, 3.0); // You've picked up a bomber!
//Segment("RI1COM483", 1.0, 0.0, 3.0); // Grevious bomber, on your tail!
Segment("RI1COM484", 1.0, 0.0, 3.0); // Watch your tail!
//Segment("RI1COM485", 1.0, 0.0, 3.0); // Grevious bomber, right behind you!
//Segment("RI1COM486", 1.0, 0.0, 3.0); // Grevious bomber closing in behind you!
Segment("RI1COM487", 1.0, 0.0, 3.0); // Droid Starfighter!
Segment("RI1COM488", 1.0, 0.0, 3.0); // Vulture in the sky!
Segment("RI1COM489", 1.0, 0.0, 3.0); // Take down that starfighter!
Segment("RI1COM490", 1.0, 0.0, 3.0); // We've got vultures!
Segment("RI1COM491", 1.0, 0.0, 3.0); // Take out that Starfighter!
Segment("RI1COM492", 1.0, 0.0, 3.0); // You've got a vulture on your tail
Segment("RI1COM493", 1.0, 0.0, 3.0); // Droid Starfighter, right behind you!
Segment("RI1COM494", 1.0, 0.0, 3.0); // You've picked up a vulture!
Segment("RI1COM495", 1.0, 0.0, 3.0); // Vulture, behind you! Don't let him get a lock!
Segment("RI1COM496", 1.0, 0.0, 3.0); // Droid Starfighter! Take evasive action!
//Segment("RI1COM497", 1.0, 0.0, 3.0); // Stop that MAF!
Segment("RI1COM498", 1.0, 0.0, 3.0); // Take out that transport!
//Segment("RI1COM499", 1.0, 0.0, 3.0); // Don't let that MAF land!
//Segment("RI1COM500", 1.0, 0.0, 3.0); // MAF! Take it out!
Segment("RI1COM501", 1.0, 0.0, 3.0); // They've launched a transport!
//Segment("RI1COM315", 1.0, 0.0, 3.0); // Take out that Interceptor!
//Segment("RI1COM316", 1.0, 0.0, 3.0); // We've got Interceptors
//Segment("RI1COM317", 1.0, 0.0, 3.0); // TIE Interceptor, incoming!
//Segment("RI1COM318", 1.0, 0.0, 3.0); // Interceptor! Take 'em out!
//Segment("RI1COM319", 1.0, 0.0, 3.0); // Take down that Interceptor!
//Segment("RI1COM320", 1.0, 0.0, 3.0); // You've got an interceptor on your tail!
//Segment("RI1COM321", 1.0, 0.0, 3.0); // TIE Interceptor! Behind you!
//Segment("RI1COM322", 1.0, 0.0, 3.0); // Interceptor on your six!
//Segment("RI1COM323", 1.0, 0.0, 3.0); // Shake that Interceptor!
//Segment("RI1COM324", 1.0, 0.0, 3.0); // You've got a Tie Interceptor chasing you!
Segment("RI1COM325", 1.0, 0.0, 3.0); // Take down that bomber!
//Segment("RI1COM326", 1.0, 0.0, 3.0); // TIE Bomber! Take 'em down!
Segment("RI1COM327", 1.0, 0.0, 3.0); // Finish off that bomber!
Segment("RI1COM328", 1.0, 0.0, 3.0); // Take out that bomber!
Segment("RI1COM329", 1.0, 0.0, 3.0); // Chase down that bomber!
//Segment("RI1COM330", 1.0, 0.0, 3.0); // TIE Bomber, on your tail!
Segment("RI1COM331", 1.0, 0.0, 3.0); // You've picked up a bomber!
Segment("RI1COM332", 1.0, 0.0, 3.0); // You've got a Bomber on your back
//Segment("RI1COM333", 1.0, 0.0, 3.0); // TIE Bomber, behind. Take evasive action!
//Segment("RI1COM334", 1.0, 0.0, 3.0); // Bomber, right behind you!
Segment("RI1COM335", 1.0, 0.0, 3.0); // Take out that fighter!
//Segment("RI1COM336", 1.0, 0.0, 3.0); // TIE Fighter! Chase him down!
//Segment("RI1COM337", 1.0, 0.0, 3.0); // TIE Fighter! Take 'em down!
Segment("RI1COM338", 1.0, 0.0, 3.0); // We've got Fighters!
Segment("RI1COM339", 1.0, 0.0, 3.0); // Engage that Fighter!
//Segment("RI1COM340", 1.0, 0.0, 3.0); // Tie Fighter on your tail!
//Segment("RI1COM341", 1.0, 0.0, 3.0); // TIE Figher, sneaking up behind you!
Segment("RI1COM342", 1.0, 0.0, 3.0); // You've picked up a Fighter!
Segment("RI1COM343", 1.0, 0.0, 3.0); // You've got a fighter on your tail!
//Segment("RI1COM344", 1.0, 0.0, 3.0); // TIE Fighter! Behind!
Segment("RI1COM345", 1.0, 0.0, 3.0); // Take out that landing party!
Segment("RI1COM346", 1.0, 0.0, 3.0); // They're trying to land their troops!
//Segment("RI1COM347", 1.0, 0.0, 3.0); // Don't let that Imperial Shuttle land!
//Segment("RI1COM348", 1.0, 0.0, 3.0); // Take down that shuttle!
//Segment("RI1COM349", 1.0, 0.0, 3.0); // Imperial Shuttle! Take it out!
}
}
Re: Space Intercom Sounds ?
Posted: Tue Jun 17, 2014 2:13 pm
by Lorul1
I was talking about the chatter in the hanger of the mother ship. I need to how to add the sounds from the motherships please.
Re: Space Intercom Sounds ?
Posted: Tue Jun 17, 2014 3:43 pm
by Locutus
That's in the same file:
Hidden/Spoiler:
SoundStreamProperties()
{
Name("rep_spahangar");
Group("rep_vo");
Inherit("battle_chatter_template");
PlayProbability(1.0);
PlayInterval(13.0);
PlayIntervalDev(3.0);
Pitch(1.0);
PitchDev(0.0);
Gain(0.65);
GainDev(0.0);
ReverbGain(1.0);
Bus("battlechatter");
CyclePlayback(1);
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("rep_unit_vo_slow");
Priority(0.7);
SegmentList()
{
Segment("RO1COM101", 200.0, 20.0, 3.0); // All hands to battle stations! Repeat! All hands to battle stations!
Segment("RO1COM102", 200.0, 20.0, 3.0); // Attention! Clear the hanger area! Repeat1Clear the hanger area!
Segment("RO1COM103", 200.0, 20.0, 3.0); // Attention! Victor-Echo-1-2! Coming in! Repeat! Victor-Echo-1-2!
Segment("RO1COM104", 200.0, 20.0, 3.0); // Bomber incoming! Repeat! Bomber incoming!
Segment("RO1COM105", 200.0, 20.0, 3.0); // This is not a drill! Repeat! This is NOT - A - DRILL!
Segment("RO1COM106", 200.0, 20.0, 3.0); // Control to Pilots! Prep your ships for Battle!
Segment("RO1COM107", 200.0, 20.0, 3.0); // Attention! All second stage pilots! On deck!
}
}
Re: Space Intercom Sounds ?
Posted: Tue Jun 17, 2014 8:09 pm
by Lorul1
well I'm still confuesed on how to get those sounds to play when I'm in the hanger.