I've gotten Majin's commando sounds working.
But I want to add a new sound. So I add these things:
ZEM.asfx wrote:effects\dc17_rifle.wav -resample xbox 22050 pc 22050
effects\dc17_antiarmor.wav -resample xbox 22050 pc 22050
effects\dc17_sniper.wav -resample xbox 22050 pc 22050
effects\dc17_rifle_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_choose.wav -resample xbox 22050 pc 22050
effects\dc17_aa_reload.wav -resample xbox 22050 pc 22050
effects\dc17_aa_choose.wav -resample xbox 22050 pc 22050
effects\dc17_out_of_ammo.wav -resample xbox 22050 pc 22050
effects\dc15s_side_arm_fire.wav -resample xbox 22050 pc 22050
effects\commando_injured_1.wav -resample xbox 22050 pc 22050
effects\commando_injured_2.wav -resample xbox 22050 pc 22050
effects\commando_injured_3.wav -resample xbox 22050 pc 22050
effects\rcbutton.wav -resample xbox 22050 pc 22050
And I put rcbutton.wav in the effects folder (I made sure it was encoded properly).swrcweapons.snd wrote:SoundProperties()
{
Name("clone_commando_chatter_wound");
Group("imp_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(0.85);
SampleList()
{
Sample("commando_injured_1", 0.16);
Sample("commando_injured_2", 0.16);
Sample("commando_injured_3", 0.16);
Sample("IICOM416", 0.16);
Sample("IICOM417", 0.16);
Sample("IICOM418", 0.16);
}
}
SoundProperties()
{
Name("pistoldc15s");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc15s_side_arm_fire", 1.0);
}
}
SoundProperties()
{
Name("rifledc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_rifle", 1.0);
}
}
SoundProperties()
{
Name("antiarmordc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_antiarmor", 1.0);
}
}
SoundProperties()
{
Name("sniperdc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_sniper", 1.0);
}
}
SoundProperties()
{
Name("choose_sniper");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_sniper_choose", 1.0);
}
}
SoundProperties()
{
Name("choose_aa");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_aa_choose", 1.0);
}
}
SoundProperties()
{
Name("reload_aa")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_aa_reload", 1.0);
}
}
SoundProperties()
{
Name("reload_rifle")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_rifle_reload", 1.0);
}
}
SoundProperties()
{
Name("reload_sniper")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_sniper_reload", 1.0);
}
}
SoundProperties()
{
Name("dc_empty");
Group("unit_weapon");
Inherit("body_movement_template");
Gain(1.0);
SampleList()
{
Sample("dc17_out_of_ammo", 1.0);
}
}
SoundProperties()
{
Name("buttonpress");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("rcbutton", 1.0);
}
}
I make changes to the fusion cutter odf:
And I munge sound and my custom side.ODF wrote:[WeaponClass]
ClassLabel = "repair"
GeometryName = "rep_weap_inf_fusioncutter.msh"
[Properties]
GeometryName = "rep_weap_inf_fusioncutter"
HighResGeometry = "rep_1st_weap_inf_fusioncutter"
RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"
AnimationBank = "tool"
FirePointName = "hp_fire"
ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
TargetMine = "1"
LockOnRange = 4.0
LockOnAngle = 90.0
VehicleHealth = 300
BuildingHealth = 200
BuildingBuild = 100
BuildingRebuild = 100
DroidHealth = 0
MineHealth = -1000
//*****************************************************
//******************** SOUND ************************
//*****************************************************
FireEmptySound = "buttonpress"
FireLoopSound = "buttonpress"
ReloadSound = ""
ChargeSound = ""
OverheatSound = "buttonpress"
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
The DC-17m ICWS sounds work.
But the fusion cutter plays the default fusion cutter sound.
Am I doing something wrong?




