Still no luck with Ambient Sounds.
The docs describe how to change music or unit sounds very well but there isn´t much about ambient sound.
So what todo to add ambient sound sound to objects or Soundregions?
anyone successfull added custom ambient sound yet?
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i already tried to recreate it on my test myp by using some soundfiles from Freds chainislemap but i couldn´t get it working.
So what have i done:
Adding a sphere region. changed type to Soundstream and called tat_amb_cantina
Adding another sphere changed type to Soundstatic and called tat_amb_cantina
Followed all of Freds steps to add new sounds (dunno if it´s necessary) like adding
ReadDataFile("dc:sound\\soundtest.lvl;soundtestcw")
and
OpenAudioStream("dc:sound\\soundtest.lvl", "soundtest");
OpenAudioStream("dc:sound\\soundtest.lvl", "soundtest");
to the lua and edited the soundmunge but and so on.
In the sound modid folder i added a soundtest.req with following entries:
ucft
{
REQN
{
"str"
"align=2048"
"soundtest"
}
REQN
{
"lvl"
"soundtestcw"
}
}
I created a soundtestcw req wich contains:
ucft
{
REQN
{
"bnk"
"align=2048"
"soundtestcw"
}
REQN
{
"config"
"soundtest"
}
}
Next i created a soundtest au file wich contains following text:
I3DL2ReverbPreset()
{
Name("bar");
RoomGain(1.0);
RoomHFGain(0.
;
RoomRollOff(1.0);
DecayTime(2.0);
DecayHFRatio(0.14);
ERGain(0.3);
ERDelay(0.014);
ReverbGain(1.0);
ReverbDelay(0.021);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}
Space()
{
Name("cantina");
I3DL2ReverbPreset("bar");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(1.0);
RoomHFGain(0.7);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.4);
ObstructionLFRatio(0.0);
OcclusionHFGain(0.4);
OcclusionLFRatio(0.0);
}
SoundStreamProperties()
{
Name("tat_amb_cantina");
Group("ambientenv");
Inherit("ambientfx_template");
Gain(0.85);
Stream("soundtest");
SegmentList()
{
Segment("tat_amb_cantina", 1.0);
}
}
SoundProperties()
{
Name("vent_steam_jet");
Pitch(1.4);
PitchDev(0.1);
Gain(0.3);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(2.0);
MuteDistance(20.0);
MaxDistance(20.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("spyrifle_ord");
Pitch(1.6);
PitchDev(0.05);
Gain(0.5);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(1.0);
MuteDistance(30.0);
MaxDistance(30.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.
;
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("com_weap_seismicmine_exp"); // large explosion near
Group("Explosion");
Inherit("explosion_template");
Gain(1.0);
SampleList()
{
Sample("SeismicCharge", 1.0);
}
}
SoundProperties()
{
Name("imp_weap_inf_beacon_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("MK-Appear", 1.0);
}
}
SoundLayered
{
Name("com_weap_seismic_exp");
Layer("near", "com_weap_seismicmine_exp", 0.7, 0.0);
}
// Probe Droid -----------------------------------------------------------------
SoundProperties()
{
Name("probedroid_engine");
Pitch(1.0);
PitchDev(0.00);
Gain(0.
;
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_loop", 1.0);
}
}
SoundProperties()
{
Name("probedroid_radio"); // radio report layer
Pitch(1.0);
PitchDev(0.00);
Gain(0.
;
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_chatter_01", 0.2,5.0,3.0);
Sample("probot_chatter_02", 0.2,5.0,3.0);
Sample("probot_chatter_03", 0.2,5.0,3.0);
Sample("probot_chatter_04", 0.2,5.0,3.0);
Sample("probot_chatter_05", 0.2,5.0,3.0);
}
}
I created a soundtest.st4 file with following entries:
streams\amb_cantina_fnt.wav tat_amb_cantina
streams\amb_cantina_bck.wav
streams\amb_tatooineCity_fnt.wav tat_amb_desert
streams\amb_tatooineCity_bck.wav
and a soundtest.stm file wich contains:
streams\amb_cantina_PL2.wav tat_amb_cantina
streams\amb_tatooineCity_PL2.wav tat_amb_desert
I´ve also created a soundtest.asfx file:
effects\SeismicCharge.wav -resample pc 22050
effects\MK-Appear.wav -resample pc 22050
effects\probot_loop.wav -resample pc 22050
effects\probot_chatter_01.wav -resample pc 22050
effects\probot_chatter_02.wav -resample pc 22050
effects\probot_chatter_03.wav -resample pc 22050
effects\probot_chatter_04.wav -resample pc 22050
effects\probot_chatter_05.wav -resample pc 22050
Last things i did was adding the probot sound files to the effects folder and amb_cantina_bck + amb_cantina_fnt to the streams folder
So you see i tried lot of things to get it working but at the end it only confused me and didn´t work
So what have i done:
Adding a sphere region. changed type to Soundstream and called tat_amb_cantina
Adding another sphere changed type to Soundstatic and called tat_amb_cantina
Followed all of Freds steps to add new sounds (dunno if it´s necessary) like adding
ReadDataFile("dc:sound\\soundtest.lvl;soundtestcw")
and
OpenAudioStream("dc:sound\\soundtest.lvl", "soundtest");
OpenAudioStream("dc:sound\\soundtest.lvl", "soundtest");
to the lua and edited the soundmunge but and so on.
In the sound modid folder i added a soundtest.req with following entries:
ucft
{
REQN
{
"str"
"align=2048"
"soundtest"
}
REQN
{
"lvl"
"soundtestcw"
}
}
I created a soundtestcw req wich contains:
ucft
{
REQN
{
"bnk"
"align=2048"
"soundtestcw"
}
REQN
{
"config"
"soundtest"
}
}
Next i created a soundtest au file wich contains following text:
I3DL2ReverbPreset()
{
Name("bar");
RoomGain(1.0);
RoomHFGain(0.
RoomRollOff(1.0);
DecayTime(2.0);
DecayHFRatio(0.14);
ERGain(0.3);
ERDelay(0.014);
ReverbGain(1.0);
ReverbDelay(0.021);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}
Space()
{
Name("cantina");
I3DL2ReverbPreset("bar");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(1.0);
RoomHFGain(0.7);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.4);
ObstructionLFRatio(0.0);
OcclusionHFGain(0.4);
OcclusionLFRatio(0.0);
}
SoundStreamProperties()
{
Name("tat_amb_cantina");
Group("ambientenv");
Inherit("ambientfx_template");
Gain(0.85);
Stream("soundtest");
SegmentList()
{
Segment("tat_amb_cantina", 1.0);
}
}
SoundProperties()
{
Name("vent_steam_jet");
Pitch(1.4);
PitchDev(0.1);
Gain(0.3);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(2.0);
MuteDistance(20.0);
MaxDistance(20.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("spyrifle_ord");
Pitch(1.6);
PitchDev(0.05);
Gain(0.5);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(1.0);
MuteDistance(30.0);
MaxDistance(30.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("com_weap_seismicmine_exp"); // large explosion near
Group("Explosion");
Inherit("explosion_template");
Gain(1.0);
SampleList()
{
Sample("SeismicCharge", 1.0);
}
}
SoundProperties()
{
Name("imp_weap_inf_beacon_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("MK-Appear", 1.0);
}
}
SoundLayered
{
Name("com_weap_seismic_exp");
Layer("near", "com_weap_seismicmine_exp", 0.7, 0.0);
}
// Probe Droid -----------------------------------------------------------------
SoundProperties()
{
Name("probedroid_engine");
Pitch(1.0);
PitchDev(0.00);
Gain(0.
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_loop", 1.0);
}
}
SoundProperties()
{
Name("probedroid_radio"); // radio report layer
Pitch(1.0);
PitchDev(0.00);
Gain(0.
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_chatter_01", 0.2,5.0,3.0);
Sample("probot_chatter_02", 0.2,5.0,3.0);
Sample("probot_chatter_03", 0.2,5.0,3.0);
Sample("probot_chatter_04", 0.2,5.0,3.0);
Sample("probot_chatter_05", 0.2,5.0,3.0);
}
}
I created a soundtest.st4 file with following entries:
streams\amb_cantina_fnt.wav tat_amb_cantina
streams\amb_cantina_bck.wav
streams\amb_tatooineCity_fnt.wav tat_amb_desert
streams\amb_tatooineCity_bck.wav
and a soundtest.stm file wich contains:
streams\amb_cantina_PL2.wav tat_amb_cantina
streams\amb_tatooineCity_PL2.wav tat_amb_desert
I´ve also created a soundtest.asfx file:
effects\SeismicCharge.wav -resample pc 22050
effects\MK-Appear.wav -resample pc 22050
effects\probot_loop.wav -resample pc 22050
effects\probot_chatter_01.wav -resample pc 22050
effects\probot_chatter_02.wav -resample pc 22050
effects\probot_chatter_03.wav -resample pc 22050
effects\probot_chatter_04.wav -resample pc 22050
effects\probot_chatter_05.wav -resample pc 22050
Last things i did was adding the probot sound files to the effects folder and amb_cantina_bck + amb_cantina_fnt to the streams folder
So you see i tried lot of things to get it working but at the end it only confused me and didn´t work
Last edited by Rends on Thu Oct 13, 2005 2:21 pm, edited 1 time in total.
-
-_-
- Gametoast Staff

- Posts: 2678
- Joined: Sat May 07, 2005 1:22 pm
First of all, i dont think u need that. (other things in next post)Rends wrote: SoundProperties()
{
Name("vent_steam_jet");
Pitch(1.4);
PitchDev(0.1);
Gain(0.3);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(2.0);
MuteDistance(20.0);
MaxDistance(20.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("spyrifle_ord");
Pitch(1.6);
PitchDev(0.05);
Gain(0.5);
GainDev(0.05);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(1.0);
MuteDistance(30.0);
MaxDistance(30.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.;
SampleList()
{
Sample("rep_inf_jetpack", 1.0);
}
}
SoundProperties()
{
Name("com_weap_seismicmine_exp"); // large explosion near
Group("Explosion");
Inherit("explosion_template");
Gain(1.0);
SampleList()
{
Sample("SeismicCharge", 1.0);
}
}
SoundProperties()
{
Name("imp_weap_inf_beacon_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("MK-Appear", 1.0);
}
}
SoundLayered
{
Name("com_weap_seismic_exp");
Layer("near", "com_weap_seismicmine_exp", 0.7, 0.0);
}
// Probe Droid -----------------------------------------------------------------
SoundProperties()
{
Name("probedroid_engine");
Pitch(1.0);
PitchDev(0.00);
Gain(0.;
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(1);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_loop", 1.0);
}
}
SoundProperties()
{
Name("probedroid_radio"); // radio report layer
Pitch(1.0);
PitchDev(0.00);
Gain(0.;
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(6.0);
MuteDistance(50.0);
MaxDistance(50.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("probot_chatter_01", 0.2,5.0,3.0);
Sample("probot_chatter_02", 0.2,5.0,3.0);
Sample("probot_chatter_03", 0.2,5.0,3.0);
Sample("probot_chatter_04", 0.2,5.0,3.0);
Sample("probot_chatter_05", 0.2,5.0,3.0);
}
}
-
-_-
- Gametoast Staff

- Posts: 2678
- Joined: Sat May 07, 2005 1:22 pm
- Rends
- Sith

- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
