Sounds

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Sounds

Post by MandeRek »

Hello GT!
I got a lot of custom sounds ingame, but some are not really played.. as I want. I got a custom fire sound ingame, and it's true the weapon is fired a lot, but the sound is hard, and can be heard throughout whole map, even when you're not even close to a unit firing the weapon.

Some hero sounds I added are so soft, I can hardly hear them on my volume to max (sorry bout that, neighbours :oops: )
I tried some amplifying in audacity but it doesn't really help, I also used some of these lines:
Hidden/Spoiler:
SoundStreamProperties()
{
Name("kamino_fire");
Group("weapons");
Inherit("weapon_template");
MinDistance(15);
Gain(0.9);

Stream("htm_hero_vo_quick");
SegmentList()
{
Segment("kamino_fire", 1.0, 0.0, 0.0); //Alien sounds.. scary!
}
}
I hear the sound fewer times now, which is good, but it's still so strong! Also, is there a way to edit the sounds to be amplyfied, or maybe have higher priority than other sound files, through the file I used above?
I basicly want the gun the be heared only when you're close to the firing unit.

Thanks in advance for helping!
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Sounds

Post by AQT »

Weapon sounds aren't meant to be set up as streams. You don't need the MinDistance line, and the Gain should be set at 1.0 for maximum volume.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Sounds

Post by Marth8880 »

Yes, change it so they are set up as effects, not streams. Streams are typically sent to the "ingamemusic", "music", or "voiceover" bus, which has a much higher gain than the "soundfx" bus, but "weapons_template" is configured to send to the "soundfx" bus, so I guess all streams are just naturally louder than effects. Actually...actually, no, wait...I think streams are always played throughout the entirety of the level or a set soundstream region. Hmm...yes, this makes sense now!
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Sounds

Post by MandeRek »

Okay, I'll try and see! :D
Edit: When I change all SoundStream to Sound and Segment to Sample, etc., the sound isn't ingame :S

I really want to keep some sounds secret for my upcoming map, but could maybe someone check on my files for me?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Sounds

Post by AQT »

Custom effects aren't meant to be referenced from an .stm file. If that is everything you changed, then you would still have:
MandeRek wrote:Stream("htm_hero_vo_quick");
Which isn't necessary. Custom effects use an .asfx file instead. See:
Post Reply