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SoundCrack("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");2. How do I stop rain going through buildings? And does it have a sound file?
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Code: Select all
SoundCrack("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");
You have to use rain shadow regions. More info on them on the Regions in the Editor section of the misc_domunetation doc.SkinnyODST wrote:How do I stop rain going through buildings?


It depends. If you are loading the Kamino sound lvl through your Lua script then you should be able to use the thunder sounds right away. However, if you are using the sound lvl of another map then you'll have to munge a new sound lvl containting your thunder sounds, and that's where the files Marth extracted come in.SkinnyODST wrote:Awesome! The rain shadow regions work perfectly. Now as for the sounds, I`m in the data_ABC/sound/worlds/kam folder. Am I able to add in the thunder sound with these or do I have to use the ones Marth took out of the game?


I did that but nothing plays when I enter the region, also I just noticed that adding in "ReadDataFile("sound\\kam.lvl;kam1cw")" removes some sound effects. Like my troopers foot steps, engine sounds from the BARC Speeder and Fightertank as well as their firing soundsMarth8880 wrote:The rain is a sound stream played with a sound stream region.
Create a sphere region that encompasses the portion of your map in which you want to hear rain, change its type to soundstream, and put kam_amb_rain in the Sound Property Name field.

Make sure you are not loading any sound lvl other than the Kamino one. If you load two sound lvls that have any sounds in common, these sounds will break (which is probably the reason why several of your vehicles and effects went silent).SkinnyODST wrote:I just noticed that adding in "ReadDataFile("sound\\kam.lvl;kam1cw")" removes some sound effects. Like my troopers foot steps, engine sounds from the BARC Speeder and Fightertank as well as their firing sounds


