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Sounds for Tauntauns?

Posted: Sun Dec 17, 2006 2:13 am
by {JT}Tim
can someone tell me how i get the sounds for the tauntauns?

RE: Sounds for Tauntauns?

Posted: Sun Dec 17, 2006 8:30 pm
by XXXNewbie666XXX
Here:
http://www.gametoast.com/index.php?name ... pic&t=4750

There is a tutorial for the missing sound....

Posted: Sun Dec 17, 2006 8:45 pm
by {JT}Tim
umm ive already tried that why do u think i posted this question that doesnt work

Posted: Sun Dec 17, 2006 9:04 pm
by XXXNewbie666XXX
Ok, so what do you do?

If you have read the tutorial you may doesn't add the sound of the Tauntauns on the .asfx.

Well post the spets that you do trying to add the missing sound...

Posted: Sun Dec 17, 2006 9:35 pm
by PvtParts
Check the hoth sound files. You should probably lighten up too, Newbie666 was just trying to give you a hand.

Posted: Sun Dec 17, 2006 11:50 pm
by {JT}Tim
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

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"

Posted: Thu Dec 21, 2006 2:23 am
by 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.

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);
    }
}
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)

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);
    }
}

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?

Posted: Thu Dec 21, 2006 3:08 am
by Spacerocker
Oh yeeeeeeah. :oops:
I'd forgoten that you can just do that because the map I put my Tauntaun's on needs Endor base sounds for Ewoks.

Posted: Thu Dec 21, 2006 8:11 pm
by {JT}Tim
Thank You Spacerocker you have been most helpful.