Ok, I am a serious sound retard. All I want to do is get the soundstream from geo, the geo_amb_desert into my map. Now normaly that wouldn't be a problem for me, cept I'm running the map GCW. Geo, don't have a GCW sound file. I was wondering how I could import/use the geo soundstream. I've read the tuts and still can't seem to get a grips on it.
I know I'm missing the bus on sound and need to spend more time on it but any pointers in the right direction would be helpfull.
Thanks in advance
Sound question about importing sound streams.
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- squipple
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You'll want to use another levels sound files for gcw, like tat. But then dc the geo cw sounds and just reference them for the music.
so in your lua:
so in your lua:
Code: Select all
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\geo.lvl;geocw")
--
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
SetAmbientMusic(ALL, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(REB, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(REB, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(REB, 0.2, "cis_GEO_amb_end", 2,1)
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Vyse
- General

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Big_rich
I tried what you guys said, added the soundstream region. It works if I use tat_amb_desert. Just not geo_amb_desert. I did exactly like you said. Anything I might be missing? You would think something as easy as just coping what you have to an lua would work. But like I said, I am sound stunted. Just to clearify, I want the background noises from geo. Not the music, like the wind and such.
here is my lua:
I did try the tat_amb_desert in the soundstream region and it does work.
here is my lua:
Code: Select all
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\geo.lvl;geocw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GTM\\GTM.lvl", "GTM_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
--OpenAudioStream("sound\\geo.lvl", "geo1cw")
--OpenAudioStream("sound\\geo.lvl", "geo1cw")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "cis_GEO_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
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xwingguy
Code: Select all
ReadDataFile("dc:sound\\geo.lvl;geocw")
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Big_rich
