Sounds for Tauntauns?
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{JT}Tim
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Sounds for Tauntauns?
can someone tell me how i get the sounds for the tauntauns?
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XXXNewbie666XXX
RE: Sounds for Tauntauns?
Here:
http://www.gametoast.com/index.php?name ... pic&t=4750
There is a tutorial for the missing sound....
http://www.gametoast.com/index.php?name ... pic&t=4750
There is a tutorial for the missing sound....
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{JT}Tim
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XXXNewbie666XXX
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PvtParts
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{JT}Tim
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i checked hoth files there isnt anything in the .req that says "all_walk_tauntaun" the only thing in there involving vehicles are "all_fly_snowpseeder" and "all_walk_atboth" and i already took the tauntaun sounds out of the sfx file.
this is all thats in the .req for hoth
this is all thats in the .req for hoth
Code: Select all
"config"
"global_world"
"hot_objective_vo"
"all_unit_vo"
"imp_unit_vo"
"global_vo"
"exp_obj"
"exp_obj_large"
"exp_obj_huge"
"hotgcw_music_config"
"hotgcw_music"
"hot1gcw"
"wok_vo"
"hot1gcwtrig"
"all_unit"
"imp_unit"
"gcw_foley_snow_config"
"gcw_foley_snow"
"gcw_foley_stone_config"
"gcw_foley_stone"
"gcw_foley_metal_config"
"gcw_foley_metal"
"wok_foley_snow_config"
"wok_foley_snow"
"wok_foley_stone_config"
"wok_foley_stone"
"wok_foley_metal_config"
"wok_foley_metal"
"hot1gcw_foley"
"all_fly_snowspeeder"
"imp_walk_atboth"-
Spacerocker
This took me a while to figure out myself recently so I'll try to help. You have to do something different from the adding sounds tutorial to get the Tauntaun sounds.
1. If it's not already there, add "abcgcw" to your sound req. under REQN {.
Remove all_walk_tauntaun if you already have that typed. Since there is no all_walk_tauntaun sound file typing it in here wont do anything other than not make the sounds work.
2. The taun taun sound fx properties are located in the hoth worlds AU Format sound file. So go into the data_abc/sound/worlds/hot folder and open up the AU format sound file that looks like a sound file. It's not really a sound file so open it in notepad or whatever you use. Find the sound properties in it for the tauntauns under the heading ---------SOUND FX-------- and copy those properties and only those properties.
This is what they should look like and what you should copy.
3. Go back to your abc world sound folder and open it's abcgcw AU format sound file the same way you opened the hotgcw AU format sound file with notepad or whatever you use. Paste what you copied from hotgcw into the file. Here's what mine looks like. (Note that mine also has soundspaces properties under the heading ------SPACES----- which you dont need for tauntaun sounds)
4. Do the rest according to Rends' tutorial. Put the sfx lines for the tauntaun(which I see you already did) into you sfx file, munge, etc.
That should work unless I've forgoten a step.
To the fine folks who know this stuff better than me(a lot):
Does what I said to do look right to you?
1. If it's not already there, add "abcgcw" to your sound req. under REQN {.
Remove all_walk_tauntaun if you already have that typed. Since there is no all_walk_tauntaun sound file typing it in here wont do anything other than not make the sounds work.
2. The taun taun sound fx properties are located in the hoth worlds AU Format sound file. So go into the data_abc/sound/worlds/hot folder and open up the AU format sound file that looks like a sound file. It's not really a sound file so open it in notepad or whatever you use. Find the sound properties in it for the tauntauns under the heading ---------SOUND FX-------- and copy those properties and only those properties.
This is what they should look like and what you should copy.
Code: Select all
//----------------------SOUND FX---------------------------
SoundProperties()
{
Name("tauntaunstepleft");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_L01", 0.5);
Sample("mvt_tauntaun_run_snow_L02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstepright");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_R01", 0.5);
Sample("mvt_tauntaun_run_snow_R02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunhurt");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_grunt_04", 0.5);
Sample("crtr_taun-taun_hurt", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstart");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaunstop");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaundie");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_death", 0.33);
Sample("crtr_taun-taun_grunt_04", 0.33);
Sample("crtr_taun-taun_hurt", 0.33);
}
}Code: Select all
//--------------------- SPACES ---------------------------
#ifplatform pc
I3DL2ReverbPreset()
{
Name("hanger");
RoomGain(1.0);
RoomHFGain(1.0);
RoomRollOff(1.0);
DecayTime(3.5);
DecayHFRatio(0.1);
ERGain(0.4);
ERDelay(0.08);
ReverbGain(1.0);
ReverbDelay(0.06);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}
I3DL2ReverbPreset()
{
Name("tunnels");
RoomGain(1.0);
RoomHFGain(0.7);
RoomRollOff(1.0);
DecayTime(1.9);
DecayHFRatio(0.6);
ERGain(0.3);
ERDelay(0.02);
ReverbGain(1.0);
ReverbDelay(0.04);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}
I3DL2ReverbPreset()
{
Name("bunker");
RoomGain(0.8);
RoomHFGain(0.7);
RoomRollOff(1.0);
DecayTime(1.4);
DecayHFRatio(0.4);
ERGain(0.4);
ERDelay(0.02);
ReverbGain(1.0);
ReverbDelay(0.04);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}
Space()
{
Name("reartunnel");
I3DL2ReverbPreset("bunker");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(1.0);
RoomHFGain(1.0);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.5);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.5);
OcclusionLFRatio(1.0);
}
Space()
{
Name("rearhangar");
I3DL2ReverbPreset("hanger");
DirectGain(0.8);
DirectHFGain(0.8);
RoomGain(1.0);
RoomHFGain(1.0);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.2);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.2);
OcclusionLFRatio(1.0);
}
Space()
{
Name("hanger");
I3DL2ReverbPreset("hanger");
DirectGain(0.8);
DirectHFGain(0.8);
RoomGain(1.0);
RoomHFGain(1.0);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.2);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.2);
OcclusionLFRatio(1.0);
}
Space()
{
Name("bunker");
I3DL2ReverbPreset("bunker");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(1.0);
RoomHFGain(1.0);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.5);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.5);
OcclusionLFRatio(1.0);
}
Space()
{
Name("maintunnels");
I3DL2ReverbPreset("tunnels");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(0.6);
RoomHFGain(0.6);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.0);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.0);
OcclusionLFRatio(1.0);
ConnectedList()
{
Space("Bunker", 0.3)
}
}
Space()
{
Name("midtunnels");
I3DL2ReverbPreset("tunnels");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(0.6);
RoomHFGain(0.6);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.0);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.0);
OcclusionLFRatio(1.0);
ConnectedList()
{
Space("MainTunnels", 0.3)
Space("Hanger", 0.3)
Space("RearHangar", 0.3)
}
}
#endifplatform pc
//----------------------SOUND FX---------------------------
SoundProperties()
{
Name("tauntaunstepleft");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_L01", 0.5);
Sample("mvt_tauntaun_run_snow_L02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstepright");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_R01", 0.5);
Sample("mvt_tauntaun_run_snow_R02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunhurt");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_grunt_04", 0.5);
Sample("crtr_taun-taun_hurt", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstart");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaunstop");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaundie");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_death", 0.33);
Sample("crtr_taun-taun_grunt_04", 0.33);
Sample("crtr_taun-taun_hurt", 0.33);
}
}
That should work unless I've forgoten a step.
To the fine folks who know this stuff better than me(a lot):
Does what I said to do look right to you?
-
Spacerocker
