Problem is, I can only make custom "BattleChatter" voiceovers that play only one sound using the traditional method (see below code), whereas the stock sides can play one of multiple sounds at random, i.e. "Right between the eyes", or "He felt that" for headshots.
My "traditional" code
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SoundProperties()
{
Name("Headshot1");
Group("all_vo");
Inherit("battle_chatter_template");
SampleList()
{
Sample("enemydown2", 0.5);
}
}I wanted multiple sounds just like the stock game did it, so I explored around the sound assets and found these .stm files that seem to work like .asfx files, except you can draw these from special "SoundStream" sections in your .snd file.
In data_***/Sound/global, I found the two files all_unit_vo.snd, and all_vo_slow.stm
For all intents and purposes, I'll focus on the headshot voiceover to explain my problem.
all_unit_vo.snd
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SoundStreamProperties()
{
Name("all1_inf_chatter_HeadshotKill");
Group("all_vo");
Inherit("battle_chatter_template");
Stream("all_unit_vo_slow");
Gain(0.6);
PlayInterval(80)
PlayIntervalDev(40)
SegmentList()
{
Segment("AI1COM102", 200.0, 10.0, 3.0); // Just like shooting womp rats, eh kid?
Segment("AI1COM103", 200.0, 10.0, 3.0); // Nice shot!
Segment("AI1COM104", 200.0, 10.0, 3.0); // Right between the eyes
Segment("AI1COM105", 200.0, 10.0, 3.0); // He felt that!
Segment("AI1COM106", 20.0, 10.0, 3.0); // Goodbye
}
}Code: Select all
// Just like shooting womp rats, eh kid?
..\gcw\streams\Battle_Chatter\AI1COM102.wav
// Nice shot!
..\gcw\streams\Battle_Chatter\AI1COM103.wav
// Right between the eyes
..\gcw\streams\Battle_Chatter\AI1COM104.wav
// He felt that!
..\gcw\streams\Battle_Chatter\AI1COM105.wav
// Goodbye
..\gcw\streams\Battle_Chatter\AI1COM106.wavBattleChatter.snd
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SoundStreamProperties()
{
Name("Headshot2");
Group("all_vo");
Inherit("battle_chatter_template");
Stream("Battlechatter_stream");
Gain(0.6);
PlayInterval(80)
PlayIntervalDev(40)
SegmentList()
{
Segment("hes_down", 200.0, 10.0, 3.0); // He's Down
Segment("nice_shot", 200.0, 10.0, 3.0); // Nice shot
Segment("neutralized", 200.0, 10.0, 3.0); // Neutralized
}
}Code: Select all
// He's Down
streams\Battle_Chatter\hes_down.wav
// Nice shot
streams\Battle_Chatter\nice_shot.wav
// Neutralized
streams\Battle_Chatter\neutralized.wavHidden/Spoiler:
Hidden/Spoiler:
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VOSound = "Headshot2 HeadshotKill"And after copying it over to my sounds folder in my addon folder, no sounds
So my question is either:
What's wrong, or has anyone gotten custom .stm files implemented correctly?


