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Prop Sound Emitters [Solved]

Posted: Tue Nov 04, 2014 5:38 pm
by jedimoose32
Hi everyone.

Update: I have now solved the issue after a couple days of experimenting. I will post the solution with the correct files later when I get home from work, so anyone else who might be viewing later can see how I got it working.

I'm trying to have an animated V-Wing prop fly past on my map and make a fairly loud noise as it does so. I've been using the Hoth forcefield sound as my guide. However, as you may have guessed from the fact that this thread exists, I've had no luck with this. Here are the files involved so far.

dda_fly_vwing.odf:
Hidden/Spoiler:
[code]
[GameObjectClass]

ClassLabel = "building"
GeometryName = "dda_fly_vwing.msh"


[Properties]

GeometryName = "dda_fly_vwing"

BuildingSound = "dda_vwing_flying"
[/code]
Excerpt from ddacw.sfx
Hidden/Spoiler:
[code]
// VWing Sounds
..\..\cw\effects\eng_v-wing_hi_lp.wav dda_vwing_flying -resample xbox 22050 pc 22050
[/code]
ddacw.snd
Hidden/Spoiler:
[code]
SoundProperties()
{
Name("dda_vwing_flying");
Group("props");
Inherit("props_template");
Gain(1.0);
Pitch(1.0);
PitchDev(0.0);
Looping(1);
Rolloff(1);
MinDistance(5.0);
MuteDistance(100.0);
MaxDistance(100.0);
SampleList()
{
Sample("dda_vwing_flying", 1.0);
}
}
[/code]
And ddacw.req:
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"bnk"
"align=2048"
"DDAcw"
}

REQN
{
"config"
"global_world"
"exp_obj"
"DDAcw"
"cw_vo"
"cw"
"rep_walk_atte"
"rep_walk_atrt"
"ddacw_music_config"
"ddacw_music"
}
}
[/code]

Re: Building Sound

Posted: Wed Nov 05, 2014 8:06 pm
by JazzMaster
Try using "SoundProperty" instead of "BuildingSound" in your odf.

It seems to work for the stock "myg1_bldg_small_spiral" odf:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "myg1_bldg_small_spiral.msh"


[Properties]

GeometryName = "myg1_bldg_small_spiral"

SoundProperty = "neon_buzz"

FoleyFXGroup = "metal_foley"

Re: Prop Sound Emitters [Solved]

Posted: Wed Nov 05, 2014 8:10 pm
by jedimoose32
I tried that with no luck. At the same time you made your reply I updated the original post as I found a solution using sound emitter props.

Re: Prop Sound Emitters [Solved]

Posted: Wed Nov 05, 2014 8:12 pm
by JazzMaster
yeah haha i just noticed that. Looking foward to your findings!

Re: Prop Sound Emitters [Solved]

Posted: Wed Nov 05, 2014 8:38 pm
by Maveritchell
SoundProperty works fine, provided you configure your .snd file correctly. Ex:
Hidden/Spoiler:
[code]
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "bgl_prop_blower.msh"


[Properties]

GeometryName = "bgl_prop_blower"

AttachEffect = "bigfanstream"
AttachToHardPoint = "hp_vent 5.0 5.0"

FoleyFXGroup = "metal_foley"

SoundProperty = "fanblowing"
[/code]
Hidden/Spoiler:
[code]
SoundProperties()
{
Name("fanblowing");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(15.0);
MuteDistance(42.0);
MaxDistance(42.0);
RollOff(0.0);
Mode3D(1);
Bias(0.0001);
Priority(1.0);
PlayInterval(0.0);
SampleList()
{
Sample("fanblow", 1.0);
}
}
[/code]

Re: Prop Sound Emitters [Solved]

Posted: Wed Nov 05, 2014 8:54 pm
by jedimoose32
My struggle has been figuring out which bus works best, and how to configure things properly in my .snd file. This is really good to know. Thanks Mav.

Edit: I'll still post my sound emitter research in the original post later on, so that anyone who might be searching in the future can see what I found. Unless that's tacky. :P

Re: Prop Sound Emitters [Solved]

Posted: Thu Nov 06, 2014 3:25 am
by Marth8880
You need to use the soundfx bus.