Adding a New Sound

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Darth_Z13
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Adding a New Sound

Post by Darth_Z13 »

So I've followed Rends' and Majin's tuts.

I've gotten Majin's commando sounds working.

But I want to add a new sound. So I add these things:
ZEM.asfx wrote:effects\dc17_rifle.wav -resample xbox 22050 pc 22050
effects\dc17_antiarmor.wav -resample xbox 22050 pc 22050
effects\dc17_sniper.wav -resample xbox 22050 pc 22050
effects\dc17_rifle_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_reload.wav -resample xbox 22050 pc 22050
effects\dc17_sniper_choose.wav -resample xbox 22050 pc 22050
effects\dc17_aa_reload.wav -resample xbox 22050 pc 22050
effects\dc17_aa_choose.wav -resample xbox 22050 pc 22050
effects\dc17_out_of_ammo.wav -resample xbox 22050 pc 22050
effects\dc15s_side_arm_fire.wav -resample xbox 22050 pc 22050
effects\commando_injured_1.wav -resample xbox 22050 pc 22050
effects\commando_injured_2.wav -resample xbox 22050 pc 22050
effects\commando_injured_3.wav -resample xbox 22050 pc 22050
effects\rcbutton.wav -resample xbox 22050 pc 22050
swrcweapons.snd wrote:SoundProperties()
{
Name("clone_commando_chatter_wound");
Group("imp_inf_pain_vo");
Inherit("pain_chatter_template");
PlayInterval(0.0);
PlayIntervalDev(0.0);
PlayProbability(0.85);
SampleList()
{
Sample("commando_injured_1", 0.16);
Sample("commando_injured_2", 0.16);
Sample("commando_injured_3", 0.16);
Sample("IICOM416", 0.16);
Sample("IICOM417", 0.16);
Sample("IICOM418", 0.16);
}
}

SoundProperties()
{
Name("pistoldc15s");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc15s_side_arm_fire", 1.0);
}
}

SoundProperties()
{
Name("rifledc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_rifle", 1.0);
}
}

SoundProperties()
{
Name("antiarmordc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_antiarmor", 1.0);
}
}

SoundProperties()
{
Name("sniperdc17");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("dc17_sniper", 1.0);
}
}

SoundProperties()
{
Name("choose_sniper");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_sniper_choose", 1.0);
}
}

SoundProperties()
{
Name("choose_aa");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_aa_choose", 1.0);
}
}

SoundProperties()
{
Name("reload_aa")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_aa_reload", 1.0);
}
}

SoundProperties()
{
Name("reload_rifle")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_rifle_reload", 1.0);
}
}

SoundProperties()
{
Name("reload_sniper")
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("dc17_sniper_reload", 1.0);
}
}

SoundProperties()
{
Name("dc_empty");
Group("unit_weapon");
Inherit("body_movement_template");
Gain(1.0);
SampleList()
{
Sample("dc17_out_of_ammo", 1.0);
}
}

SoundProperties()
{
Name("buttonpress");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("rcbutton", 1.0);
}
}
And I put rcbutton.wav in the effects folder (I made sure it was encoded properly).

I make changes to the fusion cutter odf:
ODF wrote:[WeaponClass]
ClassLabel = "repair"
GeometryName = "rep_weap_inf_fusioncutter.msh"

[Properties]
GeometryName = "rep_weap_inf_fusioncutter"
HighResGeometry = "rep_1st_weap_inf_fusioncutter"

RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"

AnimationBank = "tool"
FirePointName = "hp_fire"

ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
TargetMine = "1"

LockOnRange = 4.0
LockOnAngle = 90.0

VehicleHealth = 300
BuildingHealth = 200
BuildingBuild = 100
BuildingRebuild = 100
DroidHealth = 0
MineHealth = -1000

//*****************************************************
//******************** SOUND ************************
//*****************************************************

FireEmptySound = "buttonpress"
FireLoopSound = "buttonpress"

ReloadSound = ""
ChargeSound = ""
OverheatSound = "buttonpress"
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
And I munge sound and my custom side.

The DC-17m ICWS sounds work.

But the fusion cutter plays the default fusion cutter sound.

Am I doing something wrong? :?
Syth
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Post by Syth »

Maybe clean if you didnt let
Redline
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Post by Redline »

Ps:Don,t forget to make it in the format
wav and these


Bitrate 352 kbit/s
Abtstgröße 16 bit
Channels 1(mono)
Abtastrate 22 khz
audioformat pcm

That,s important ,too
Darth_Z13
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Post by Darth_Z13 »

Redline wrote:Ps:Don,t forget to make it in the format
wav and these


Bitrate 352 kbit/s
Abtstgröße 16 bit
Channels 1(mono)
Abtastrate 22 khz
audioformat pcm

That,s important ,too
I do have those set for the .wav file.

I cleaned, manual cleaned, and then remunged sound and my fixed ODF.

It still doesn`t work. :(
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Post by Redline »

make you sure that you have your sound in your effects folder.

but working it must.

Have you copy your sounds folder again in C:\Programme\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC?

It,s importent , because the Visualmunge don,t copy in it ( how you know)
Darth_Z13
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Post by Darth_Z13 »

I've done that too. :(
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phazon_elite
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Post by phazon_elite »

Lol, is this problem related to my KO1 Sound folder I sent you? I don't know exactly, but maybe you should check the properties of at least one of the files and check if it's blocked or something.

- EP-782
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Post by Darth_Z13 »

Actually phazon, your sound folder did help me, but the main reason it wasn't working was because I hadn't copied the sound folder over. xD

OK thanks fred. :)
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