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Re: Sound issues with tanks

Posted: Wed Apr 23, 2014 1:16 pm
by ZoomV
Marth8880 wrote:
ZoomV wrote:soundflmunge.exe : Error : File / has not extension. Unable to determine file type - while munging G:\BF2_Modtools\data_BVS\Sound\worlds\BVS\BVScw.sfx
soundflmunge.exe : Error : Unable to read file list
What's this? Could you post your updated .sfx file?
I fixed that I had this random / at the bottom of the file.
Current .sfx
Hidden/Spoiler:
// ----- Small ------ STAP Speederbike GunTurrets Droideka Large Blaster Ordnance

..\..\cw\effects\wpn_stap_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_stap_hi_lp.wav -resample xbox 32000 pc 22050
..\..\cw\effects\eng_stap_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_stap_mid_lp.wav -resample xbox 16000 pc 22050


// AAT ----------------------------------------------------------------------------------------------


..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
..\..\cw\effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050


// --------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------

..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
I just tested this and the STAPs now have all their sounds. The AAT still only has its primary weapon sounds, the Barcspeeder is silent, and the IFT-X now has its laser cannon and missile fire sounds, but is missing its engine and turret laser sounds.

Update, I edited the .sfx file so it now looks like this
Hidden/Spoiler:
// ----- Small ------ STAP Speederbike GunTurrets Droideka Large Blaster Ordnance

..\..\cw\effects\wpn_stap_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_stap_hi_lp.wav -resample xbox 32000 pc 22050
..\..\cw\effects\eng_stap_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_stap_mid_lp.wav -resample xbox 16000 pc 22050


// AAT ----------------------------------------------------------------------------------------------


..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
..\..\cw\effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050


// --------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------

..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050

// Speederbike ---------------------------------------------------------------------------------------------

..\..\global\effects\wpn_spdrbike_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav -resample xbox 16000 pc 22050
Which got my Barcspeeder's sounds all functioning but the AAt is still missing its engine, missile and turretfire sounds, and the IFT-X is missing its engine and turretfire sounds. I am less concerned about the IFT-X since I will likely switch it out for a nospawn ATTE which already has its sounds in the fel1cw. But I have my heart set on that AAT.

Re: Sound issues with tanks

Posted: Wed Apr 23, 2014 1:42 pm
by Marth8880
Hmm. Think you could post the AAT's and IFT-X's .snd file? As for the BARC and IFT-X turret, add this to your .sfx file:

Code: Select all

// Speederbike ---------------------------------------------------------------------------------------------
..\..\global\effects\wpn_spdrbike_blaster_fire.wav   -resample xbox 22050 pc 44100
..\..\global\effects\eng_speederbike_hi_lp.wav       -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav      -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav      -resample xbox 11025 pc 22050
// ---------------------------------------------------------------------------------------------------------------

..\..\cw\effects\wpn_gunship_laser_fire.wav       -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav       -resample xbox 22050 pc 44100

Re: Sound issues with tanks

Posted: Wed Apr 23, 2014 2:59 pm
by ZoomV
Marth8880 wrote:Hmm. Think you could post the AAT's and IFT-X's .snd file? As for the BARC and IFT-X turret, add this to your .sfx file:
I dropped the IFT-X in favor of a ATTE, might change it back depending on what the beta testers say so I'll keep that in mind. And I got the speederbike working.

cis_hover_aat.snd
Hidden/Spoiler:
// CIS_hover_AAT ----------------------------------------
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
Gain(0.6);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform pc
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(1.0);
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(0.9);
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform pc
// AAT Engine start------------------------------------------------------------

// Engine -------

SoundProperties()
{
Name("aat_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);

}
}

ParameterGraph()
{
Name("aat_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("aat_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.8);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

SoundLayered()
{
Name("aat_engine_layered");
Layer("aat_engine_low_idle", "aat_engine_low_idle_property", 0.0);
Layer("aat_engine_med_idle", "aat_engine_med_idle_property", 0.0);
Layer("aat_engine_high_idle", "aat_engine_high_idle_property", 0.0);
}

SoundParameterized()
{
Name("cis_hover_aat_engine_parameterized");
SoundLayered("aat_engine_layered");
Layer()
{
Name("aat_engine_low_idle");
ParameterGraph("speed", "aat_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_med_idle");
ParameterGraph("speed", "aat_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_high_idle");
ParameterGraph("speed", "aat_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
}
// AAT Engine End--------------------------------------------------------------