Sound question about importing sound streams.

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Big_rich

Sound question about importing sound streams.

Post by Big_rich »

Ok, I am a serious sound retard. All I want to do is get the soundstream from geo, the geo_amb_desert into my map. Now normaly that wouldn't be a problem for me, cept I'm running the map GCW. Geo, don't have a GCW sound file. I was wondering how I could import/use the geo soundstream. I've read the tuts and still can't seem to get a grips on it.
I know I'm missing the bus on sound and need to spend more time on it but any pointers in the right direction would be helpfull.

Thanks in advance
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squipple
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Post by squipple »

You'll want to use another levels sound files for gcw, like tat. But then dc the geo cw sounds and just reference them for the music.
so in your lua:

Code: Select all

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\geo.lvl;geocw")

--

OpenAudioStream("sound\\global.lvl",  "cw_music")
OpenAudioStream("sound\\geo.lvl",  "geo1cw")
OpenAudioStream("sound\\geo.lvl",  "geo1cw")

SetAmbientMusic(ALL, 1.0, "rep_GEO_amb_start",  0,1)
SetAmbientMusic(ALL, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "rep_GEO_amb_end",    2,1)
SetAmbientMusic(REB, 1.0, "cis_GEO_amb_start",  0,1)
SetAmbientMusic(REB, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(REB, 0.2, "cis_GEO_amb_end",    2,1)
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Post by Vyse »

Once you add what Squipple said to your LUA you'll also have to make a Sound Stream Region in Zero Editor. It should work then.

You might be confusing sound streams and the backgroungd music. If you just wanted background music then you don't have to add a region for a sound stream.
Big_rich

Post by Big_rich »

I tried what you guys said, added the soundstream region. It works if I use tat_amb_desert. Just not geo_amb_desert. I did exactly like you said. Anything I might be missing? You would think something as easy as just coping what you have to an lua would work. But like I said, I am sound stunted. Just to clearify, I want the background noises from geo. Not the music, like the wind and such.

here is my lua:

Code: Select all

  
    ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\geo.lvl;geocw")

    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")
                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett",
                    "imp_fly_destroyer_dome" )

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "all_inf_rocketeer",1,4},
			engineer = { "all_inf_engineer",1,4},
			sniper	= { "all_inf_sniper",1,4},
			officer	= { "all_inf_officer",1,4},
			special	= { "all_inf_wookiee",1,4},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_rifleman",9, 25},
			assault	= { "imp_inf_rocketeer",1,4},
			engineer = { "imp_inf_engineer",1,4},
			sniper	= { "imp_inf_sniper",1,4},
			officer	= { "imp_inf_officer",1,4},
			special	= { "imp_inf_dark_trooper",1,4},
		},
	}
    
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "imp_hero_bobafett")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 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:GTM\\GTM.lvl", "GTM_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)    
    
OpenAudioStream("sound\\global.lvl",  "cw_music")
OpenAudioStream("sound\\geo.lvl",  "geo1cw")
OpenAudioStream("sound\\geo.lvl",  "geo1cw")

    --OpenAudioStream("sound\\geo.lvl",  "geo1cw")
    --OpenAudioStream("sound\\geo.lvl",  "geo1cw")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

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

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_amb_defeat")
I did try the tat_amb_desert in the soundstream region and it does work.
xwingguy

Post by xwingguy »

Code: Select all

ReadDataFile("dc:sound\\geo.lvl;geocw") 

Could be the "dc:"
Big_rich

Post by Big_rich »

idk when I do try to add the geo sounds it kills the music and still no ambient.

Edit: I figured out that hoth wind sounds pretty good on this map. So I'll just use the hoth gcw sound files. Thanks for trying to figure it out.
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