BattleFront .WAV setup

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Tawa_Hoda
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Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

BattleFront .WAV setup

Post by Tawa_Hoda »

Is there any correct program that can convert a MP3 or and orginal .WAV into the format that is required by Battlefront 2? Audacity doesn't seem to have a properties option.
AQT
Gametoast Staff
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Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: BattleFront .WAV setup

Post by AQT »

Similar topic: http://www.gametoast.com/forums/viewtop ... 37&t=27237

Most everyone seems to prefer Audacity in that thread, so maybe you're looking in the wrong place?
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
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Re: BattleFront .WAV setup

Post by Marth8880 »

Go to File > Export... > Save as file type... [Change to WAV]. Also, please do NOT make your audio 22 kHz, it destroys the fidelity and it is NOT needed. Also, if you are working with sound effects, change your audio to play through the mono channel; if you are working with music or sound streams (ambient, environment soundscapes), change your audio to play through the stereo channels.
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Dakota
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Location: at a computer desk floating around in space

Re: BattleFront .WAV setup

Post by Dakota »

AQT wrote:Similar topic: http://www.gametoast.com/forums/viewtop ... 37&t=27237

Most everyone seems to prefer Audacity in that thread, so maybe you're looking in the wrong place?
i just noticed i was in that thread. i did download Audacity but i still haven't gotten anything working with it. i did convert a song to .wav but then most of the time it didn't or either just messed up entirely. once i tried converting and it gave me a file that was less than a second long and was just a sound like static. so i don't really know how do get this working either.

i must have done something wrong or either it just doesn't work out that well.

i will try what Marth posted too and see if i can get it working.
Hidden/Spoiler:
wow i feel as though i am hijacking this thread... sorry about that.
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Tawa_Hoda
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Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: BattleFront .WAV setup

Post by Tawa_Hoda »

It's okay you didn't jack it... I think...

I did what everyone advised, but the sounds did not play. huh... I suppose they could be wrong format.. I'll try again...
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
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Re: BattleFront .WAV setup

Post by Marth8880 »

If this:
Tawa_Hoda wrote:I suppose they could be wrong format
then this is false:
Tawa_Hoda wrote:I did what everyone advised
Post your LUA, ODFs that are using the custom sounds, and everything regarding your sound files, minus the WAV files.
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Tawa_Hoda
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Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: BattleFront .WAV setup

Post by Tawa_Hoda »

JABg_con
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")


-- Republic Attacking (attacker is always #1)
IMP = 1
ALL = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(950*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3997152)
ReadDataFile("ingame.lvl")

-- Memory settings ---------------------------------------------------------------------
local weaponCnt = 220
SetMemoryPoolSize ("Combo::Transition",75) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Aimer", 0)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 145)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 202)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 150)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 80)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------

ReadDataFile("sound\\tat.lvl;tat3gcw")
ReadDataFile("dc:sound\\jab.lvl;jabgcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_sniper",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi")

ReadDataFile("dc:SIDE\\jaw.lvl",
"jaw_inf_rifleman",
"jaw_hero_eleft_sith",
"jaw_hero_tawa")

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")


---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",7)
SetUnitCount(3, 7)
SetTeamAsFriend(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]


SetupTeams{
all = {
team = ALL,
units = 30,
reinforcements = 150,
soldier = { "all_inf_rifleman",7, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_rifleman",2,6},
sniper = { "all_inf_engineer",1,4},
officer = { "jaw_inf_rifleman",4,10},
special = { "jaw_hero_tawa",0,1},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",3, 6},
assault = { "imp_inf_rocketeer",1,2},
engineer = { "imp_inf_rocketeer",1,2},
sniper = { "imp_inf_rocketeer",1,2},
officer = { "imp_inf_officer",1,2},
special = { "gam_inf_gamorreanguard",5,10},
},
}

AddUnitClass(ALL, "jaw_hero_eleft_sith",0,1)
AddUnitClass(IMP, "imp_hero_bobafett",0,1)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 0)
AddWalkerType(2, 0)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:JAB\\tat3.lvl", "tat3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_emt")

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, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_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")



SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")



-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)

end
JAB.snd
Hidden/Spoiler:
// Soundspace Start ----------------------------------------------

SoundProperties()
{
Name("tat_inf_jawa_hurt")
Group("tat_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("pain25", 1.0);
Sample("pain50", 1.0);
Sample("pain75", 1.0);
}
}

SoundProperties()
{
Name("tat_inf_jawa_death")
Group("tat_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("death1", 1.0);
Sample("death2", 1.0);
Sample("death3", 1.0);
}
}


SoundProperties()
{
Name("tat_inf_jawa_heard")
Group("tat_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("confuse1", 1.0);
Sample("anger3", 1.0);
}
}

SoundProperties()
{
Name("tat_inf_jawa_chatter")
Group("tat_vo");
Inherit("pain_chatter_template");
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
PlayProbability(0.01);
CyclePlayback(1);
SampleList()
{
Sample("anger1", 1.0);
Sample("anger2", 1.0);
Sample("chatter1", 1.0);
Sample("chatter2", 1.0);
Sample("chatter4", 1.0);
Sample("chatter6", 1.0);
}
}
JAB.REQ
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"jabcw"
"jabgcw"
}
}
jabgcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"jabgcw"
}

REQN
{
"config"
"all_unit"
"des_unit_vo"
"jab"
}
}
jabgcw.sfx
Hidden/Spoiler:
[// ----- Alliance Unit Weapons ------------------------------------------------------------------------

// Alliance Rifleman all_weap_inf_rifle all_weap_inf_pistol all_weap_inf_thermaldetonator
// * Uses All Thermal Detonators
#ifplatform xbox pc
..\..\gcw\effects\wpn_all_blaster_fire.wav -resample xbox 20000 pc 44100
..\..\gcw\effects\wpn_all_pistol_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_all_blaster_fire.wav wpn_all_blaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_all_pistol_fire.wav wpn_all_pistol_fire -resample ps2 16000
#endifplatform ps2

// Force Lightning & Imperial Arcaster -- Emperor Dooku
..\..\global\effects\explo_electric_sparks.wav force_lightning_fire01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\explo_sparks_machine_02.wav force_lightning_fire02 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit1.wav force_lightning_ordnance1 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit2.wav force_lightning_ordnance2 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit3.wav force_lightning_ordnance3 -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_battledroid_chargeup.wav -resample pc 22050
..\..\cw\effects\wpn_lightningGun_chargeup.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_battledroid_chargeup.wav wpn_battledroid_chargeup -resample ps2 16000
..\..\cw\effects\wp2_lightningGun_chargeup.wav wpn_lightningGun_chargeup -resample ps2 16000
#endifplatform ps2

// Jawa Chatter -----------------------------------------------------------------------------------------------------------------
#ifplatform xbox pc
\effects\anger1.wav -resample xbox 22050 pc 22050
\effects\anger2.wav -resample xbox 22050 pc 22050
\effects\anger3.wav -resample xbox 22050 pc 22050
\effects\chatter1.wav -resample xbox 22050 pc 22050
\effects\chatter2.wav -resample xbox 22050 pc 22050
\effects\chatter4.wav -resample xbox 22050 pc 22050
\effects\chatter6.wav -resample xbox 22050 pc 22050
\effects\confuse1.wav -resample xbox 22050 pc 22050
\effects\confuse2.wav -resample xbox 22050 pc 22050
\effects\death1.wav -resample xbox 22050 pc 22050
\effects\death2.wav -resample xbox 22050 pc 22050
\effects\pain25.wav -resample xbox 22050 pc 22050
\effects\pain50.wav -resample xbox 22050 pc 22050
\effects\pain75.wav -resample xbox 22050 pc 22050
\effects\pain100.wav -resample xbox 22050 pc 22050
\effects\pushed2.wav -resample xbox 22050 pc 22050
\effects\victory1.wav -resample xbox 22050 pc 22050
\effects\victory2.wav -resample xbox 22050 pc 22050
\effects\victory3.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
effects\crt2_jawa_chatter_01.wav crtr_jawa_chatter_01 -resample ps2 16000
effects\crt2_jawa_chatter_02.wav crtr_jawa_chatter_02 -resample ps2 16000
effects\crt2_jawa_chatter_03.wav crtr_jawa_chatter_03 -resample ps2 16000
effects\crt2_jawa_chatter_04.wav crtr_jawa_chatter_04 -resample ps2 16000
effects\crt2_jawa_chatter_05.wav crtr_jawa_chatter_05 -resample ps2 16000
effects\crt2_jawa_chatter_06.wav crtr_jawa_chatter_06 -resample ps2 16000
effects\crt2_jawa_death.wav crtr_jawa_death -resample ps2 16000
effects\crt2_jawa_hurt.wav crtr_jawa_hurt -resample ps2 16000
#endifplatform ps2
jaw_hero_tawa.odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jaw_hero_tawa.msh"

[Properties]
AISizeType = "HOVER"
NoEnterVehicles = 1

forcemode = 1

GeometryName = "jaw_hero_tawa"
GeometryLowRes = "jaw_hero_tawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"
AnimationName = "tawa"

BlurEffect = "0.8" //motion blur effect for force run

SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 5.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 4.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
ControlSpeed = "sprint 3.00 0.50 0.50"

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"

MaxHealth = 1800.0

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.4 -0.75 2.8"
TiltValue = "0.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.4 -0.75 2.8"
TiltValue = "0.5"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 4.2"
TiltValue = "7"
CameraBlendTime = "0.75"

WEAPONSECTION = 1
WeaponName1 = "jaw_Weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "jaw_weap_inf_instant_impact"
WeaponAmmo2 = 1
WeaponChannel2 = 1

//SOUND
VOUnitType = 172
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "tat_inf_jawa_hurt"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "tat_inf_jawa_chatter"
SndHeroDefeated = "tat_inf_jawa_death"
SndHeroKiller = "tat_inf_jawa_death"

VOSound = "all_off_response_hero_command SC_Follow"
VOSound = "all_off_response_hero_command SC_StopFollow"
VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command SC_GetIn"
VOSound = "all_off_response_hero_command SC_GetOut"

VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
jaw_inf_rifleman.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "tat_inf_jawa.msh"

[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char
forcemode = 1

UnitType = "Trooper"

AISizeType = "SOLDIER"
NoEnterVehicles = 1

GeometryName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"

SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"

MaxHealth = 200.0

Acceleraton = 30.0
MaxSpeed = 5.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 3.0

WeaponName1 = "jaw_weap_inf_rifle"
WeaponAmmo1 = 6

WeaponName2 = "jaw_weap_inf_pistol"
WeaponAmmo2 = 0

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"


VOUnitType = 172

VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"
Maybe I didn't do everyone JUST like everyone said... I had to go without testing for a bit... Brother keeps borrowing computer.
Marth8880
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Joined: Tue Feb 09, 2010 8:43 pm
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Re: BattleFront .WAV setup

Post by Marth8880 »

First off, set your VOs up as streams. Don't forget to modify your LUA so there's an OpenSoundStream line as well; also, make sure you put your ReadDataFile and OpenAudioStream lines above the stock lines, otherwise it will not work (at least in my experience); following that, in your OpenAudioStream, after you specify the sound LVL, you need to put the name of the STR file that the streams are in.

Example:

Code: Select all

OpenAudioStream("dc:sound\\abc.lvl",  "NameOfSTRFile")
Also, in your Jawa's ODF, you need to reference the VOs as,

Code: Select all

VOSound = tat_inf_jawa_chatter AcquiredTarget"
while obviously changing the referenced stream and the parameter (AcquiredTarget) as need be.
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