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SoundStreams?

Posted: Sat Mar 12, 2011 4:51 pm
by modmaster13
Hey is there any way to convert a BF1 soundstream to BF2?

Re: SoundStreams?

Posted: Sat Mar 12, 2011 7:23 pm
by Maveritchell
Yes - copy and paste.

They use the exact same format.

Re: SoundStreams?

Posted: Sat Mar 12, 2011 10:34 pm
by modmaster13
Maveritchell wrote:Yes - copy and paste.

They use the exact same format.
Where in the BFbuilder would I find the sound worlds for the stock maps?

EDIT: I tried pasting the sound folder from BF1/GameData/Data/Sound into BF2/GameData/data/sound and calling for it in my LUA. Here is my LUA:
Hidden/Spoiler:
ReadDataFile("dc:sound\\RVC.lvl;RVCcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("sound\\rhn.lvl;rhn1gcw")
ReadDataFile("sound\\rhn.lvl;rhn1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")

ReadDataFile("SIDE\\kit.lvl",
"rep_hero_fisto")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_fisto")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RVC\\RVC.lvl", "RVC_conquest")
ReadDataFile("dc:RVC\\Rhn2.lvl", "RhenVar2_conquest")
SetDenseEnvironment("true")
SetDefenderSnipeRange(170)
AddDeathRegion("FalltoDeath")



-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\rhn.lvl", "rhn1gcw")
OpenAudioStream("sound\\rhn.lvl", "rhn1gcw")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "cisleaving")
SetOutOfBoundsVoiceOver(2, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


-- Camera Stats
AddCameraShot(0.850539, -0.178900, 0.483958, 0.101795, -86.326027, 38.517925, -183.721451);
AddCameraShot(0.078627, 0.003820, -0.995723, 0.048374, -135.321716, 2.409995, -158.555069);
AddCameraShot(-0.432350, -0.026158, -0.899681, 0.054432, -138.089264, 1.509995, -162.385651);
AddCameraShot(0.874938, -0.187268, -0.436674, -0.093464, -130.031357, 14.409952, -172.028503);
AddCameraShot(0.613865, 0.061538, 0.783086, -0.078502, -164.633469, 13.809918, -190.793167);
AddCameraShot(0.549734, 0.042634, 0.831758, -0.064506, -165.800034, -4.890137, -104.951469);
AddCameraShot(0.244958, -0.063782, -0.936218, -0.243771, -215.116898, 22.709845, -115.634239);
AddCameraShot(-0.476847, 0.088768, -0.859726, -0.160043, -224.667496, 22.309845, -159.444931);
AddCameraShot(-0.190140, -0.010898, -0.980090, 0.056176, -265.228210, 17.909718, -187.942444);
AddCameraShot(0.983706, 0.100783, -0.148109, 0.015174, -211.531509, 14.309622, -100.224144);
AddCameraShot(-0.227841, 0.044175, -0.954916, -0.185145, -231.722168, 17.509619, -244.996063);
AddCameraShot(0.838563, -0.125579, 0.524294, 0.078516, -209.093506, 20.309616, -182.654617);
AddCameraShot(0.832984, -0.151353, -0.523626, -0.095142, -207.452240, 5.509625, -234.406769);


end