Posted: Sun Aug 07, 2005 1:02 am
my sound file example to get the gungan pistol to use the alliance pistol sound in both eras:
GCity2a.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2gcw");
GCity2c.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2cw");
GCity2.req (in sound folder):
ucft
{
REQN
{
"str"
"align=2048"
"all_vo"
}
REQN
{
"lvl"
"GCity2cw"
"GCity2gcw"
}
}
GCity2cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2cw"
}
REQN
{
"config"
"all_weap_inf_pistol"
"all_weap_inf_rifle"
"imp_weap_inf_mortar_launcher"
"all_vo"
}
}
GCity2gcw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2gcw"
}
REQN
{
"config"
"cis_weap_inf_rocket"
}
}
GCity2gcw.sfx:
..\..\gcw\effects\wpn_all_pistol_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_all_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_imp_mortar_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_smlEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medReload.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgReload.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
..\..\gcw\effects\AICOM401.wav GICOM401 -resample pc 22050
..\..\gcw\effects\AICOM402.wav GICOM402 -resample pc 22050
..\..\gcw\effects\AICOM403.wav GICOM403 -resample pc 22050
..\..\gcw\effects\AICOM404.wav GICOM404 -resample pc 22050
..\..\gcw\effects\AICOM405.wav GICOM405 -resample pc 22050
..\..\gcw\effects\AICOM406.wav GICOM406 -resample pc 22050
GCity2gcw.sfx:
..\..\gcw\effects\wpn_cis_rcktlauncher_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_cis_unit_lockon_lp.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
all_weap_inf_pistol.snd:
SoundProperties()
{
Name("fountain");
Group("ambientenv");
Inherit("ambientemt_static_template");
Gain(0.3);
RandomPlayPos(1);
Looping(1);
Rolloff(1.0);
//Max and Min distance set in wld or lyr file
SampleList()
{
Sample("emt_fountain_lp", 1.0);
}
}
// ----- Start Alliance Pistol -------------------------------
SoundProperties()
{
Name("all_weap_inf_pistol_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_pistol_fire", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_pistol", 1.0);
}
}
// ----- Start Alliance Generic Weapon Foley -----
// Equip
SoundProperties()
{
Name("all_weap_inf_equip_sm");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_smlEquip", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_equip_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medEquip", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_equip_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgEquip", 1.0);
}
}
// Reload
SoundProperties()
{
// Name("all_weap_inf_reload_med_sound");
Name("all_weap_inf_reload_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medReload", 1.0);
}
}
// It is not possible to control the position of a layered sound in game
// after it's started playing. Doing this will drop the sound in the world.
//SoundLayered()
//{
// Name("all_weap_inf_reload_med");
// Layer("null", "all_weap_inf_reload_med_sound", 0.3);
//}
SoundProperties()
{
Name("all_weap_inf_reload_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgReload", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_bazooka", 1.0);
}
}
GCity2a.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2gcw");
GCity2c.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2cw");
GCity2.req (in sound folder):
ucft
{
REQN
{
"str"
"align=2048"
"all_vo"
}
REQN
{
"lvl"
"GCity2cw"
"GCity2gcw"
}
}
GCity2cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2cw"
}
REQN
{
"config"
"all_weap_inf_pistol"
"all_weap_inf_rifle"
"imp_weap_inf_mortar_launcher"
"all_vo"
}
}
GCity2gcw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2gcw"
}
REQN
{
"config"
"cis_weap_inf_rocket"
}
}
GCity2gcw.sfx:
..\..\gcw\effects\wpn_all_pistol_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_all_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_imp_mortar_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_smlEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medReload.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgReload.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
..\..\gcw\effects\AICOM401.wav GICOM401 -resample pc 22050
..\..\gcw\effects\AICOM402.wav GICOM402 -resample pc 22050
..\..\gcw\effects\AICOM403.wav GICOM403 -resample pc 22050
..\..\gcw\effects\AICOM404.wav GICOM404 -resample pc 22050
..\..\gcw\effects\AICOM405.wav GICOM405 -resample pc 22050
..\..\gcw\effects\AICOM406.wav GICOM406 -resample pc 22050
GCity2gcw.sfx:
..\..\gcw\effects\wpn_cis_rcktlauncher_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_cis_unit_lockon_lp.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
all_weap_inf_pistol.snd:
SoundProperties()
{
Name("fountain");
Group("ambientenv");
Inherit("ambientemt_static_template");
Gain(0.3);
RandomPlayPos(1);
Looping(1);
Rolloff(1.0);
//Max and Min distance set in wld or lyr file
SampleList()
{
Sample("emt_fountain_lp", 1.0);
}
}
// ----- Start Alliance Pistol -------------------------------
SoundProperties()
{
Name("all_weap_inf_pistol_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_pistol_fire", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_pistol", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_pistol_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_pistol", 1.0);
}
}
// ----- Start Alliance Generic Weapon Foley -----
// Equip
SoundProperties()
{
Name("all_weap_inf_equip_sm");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_smlEquip", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_equip_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medEquip", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_equip_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgEquip", 1.0);
}
}
// Reload
SoundProperties()
{
// Name("all_weap_inf_reload_med_sound");
Name("all_weap_inf_reload_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medReload", 1.0);
}
}
// It is not possible to control the position of a layered sound in game
// after it's started playing. Doing this will drop the sound in the world.
//SoundLayered()
//{
// Name("all_weap_inf_reload_med");
// Layer("null", "all_weap_inf_reload_med_sound", 0.3);
//}
SoundProperties()
{
Name("all_weap_inf_reload_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgReload", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_bazooka", 1.0);
}
}
SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_bazooka", 1.0);
}
}