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Adding ambeint sound to a prop via ODF

Posted: Sun Oct 07, 2007 6:57 pm
by Caleb1117
Ok topic name is what I want to do, but I'm having trouble.
(If this is even truely possable)

The first thing I did in my quest for noise, was to look through the assets, for instances of ambience.

And I found a fair bit.
Hidden/Spoiler:
BuildingSound = "force_field_on"

BuildingSound = "force_field_lp"

SoundProperty = "sm_engine_amb"

SoundProperty = "control_panel_a"

SoundProperty = "control_panel_b"

AmbientSound = "all control_panel_b"
AmbientSound = "cis control_panel_b"
AmbientSound = "imp control_panel_b"
AmbientSound = "rep control_panel_b"

BuildingSound = "control_panel_c"

SoundProperty = "radar_hum"

Soundproperty = "post_hum"

DamageEffectSound = "turbine"

AmbientSound = "all core_hum"
AmbientSound = "imp core_hum"
AmbientSound = "rep core_hum"
AmbientSound = "cis core_hum"
Aperently there are several ways to add sound, supposedly.
I just can't seem to get it to work.

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "desk.msh"
GeometryScale = 0.90

[Properties]
GeometryName = "desk"
FoleyFXGroup = "metal_foley"
BuildingSound = "control_panel_b"
I've tryed several of the sound calls, and none of them are working.
Could this be some sort of missing sounds issue?

Re: Adding ambeint sound to a prop via ODF

Posted: Sun Oct 07, 2007 7:09 pm
by FragMe!
Try changing class label from prop to building, ya I you know and I know that the console is not a building but the game doesn't need to know that :D

Re: Adding ambeint sound to a prop via ODF

Posted: Sun Oct 07, 2007 9:38 pm
by Maveritchell
Are you loading the right sounds? If you haven't done anything to load shipped sounds (see Rends' tutorial), then you're only going to be able to load sounds from whatever level is being stock-loaded (probably either Yavin or Tatooine).

Re: Adding ambeint sound to a prop via ODF

Posted: Sun Oct 07, 2007 10:50 pm
by Caleb1117
ACK! Noooooooo!

I don't want it for my map, just for the asset. Drat.