sound mods?

Post here to discuss scenario, campaign, data and art editing as well as any mods to Panzer Command.

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smope
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sound mods?

Post by smope »

sounds don't seem to modable other than editing the original wavs.

Is that true?

It'd be pretty sweet to xml-ize sounds like the other goodies.
And to be able to have more than one sound.

example:
SovietRIfleandMGSquadFiring.wav

CM has several different sounds / unit, played at random. that fixes monotiny.

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Erik Rutins
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RE: sound mods?

Post by Erik Rutins »

That's a good suggestion. We felt that having the wavs there would be moddable enough, but for the future allowing some additional slots for more randomization makes sense.
Erik Rutins
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smope
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RE: sound mods?

Post by smope »

I tried replacing infdefelct.wav and infmiss.wav with 1channel, 44kz wav files and it blew up PC.
Putting in 2channel 22kz wav and it doesn't blow up.

7/2/2006 5:23:56 PM: Can't find file with media id: _
7/2/2006 5:24:40 PM: Error loading sound: d:\games\pc\Media/Sounds/infdeflect.wav
7/2/2006 5:24:40 PM: Error loading sound: d:\games\pc\Media/Sounds/infmiss.wav
7/2/2006 5:29:00 PM: System.NullReferenceException: Object reference not set to an instance of an object.
   at Lib.AudioVideo.AudioVideoHandler.PlaySound(String key, Int32 volume)
7/2/2006 5:29:00 PM: AudioVideoHandler.PlaySound: Key = 'infmiss'
7/2/2006 5:29:01 PM: System.NullReferenceException: Object reference not set to an instance of an object.
   at Lib.AudioVideo.AudioVideoHandler.PlaySound(String key, Int32 volume)
   at GameLib.GameState.GamePlayMachine.FireSegmentExecutionPhase.HandleHitEvent(HitEvent hitEvent)
   at GameLib.GameState.GamePlayMachine.FireSegmentExecutionPhase.OnTime(Single dt)
   at Lib.StateMachine.OnTime(Single dt)
   at GameLib.GameState.GamePlayMachine.GamePlayStateMachine.OnTime(Single dt)
   at GameLib.GameState.GamePlay.OnTime(Single dt)
   at GameLib.GameState.GameStateMachine.OnTime(Single dt)
   at MainClass.Render(Boolean force)
   at MainClass.RenderLoop()
7/2/2006 5:29:10 PM: Program Exited.
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RE: sound mods?

Post by Grey Legion »

Sound mods, very cool...I'll be following this thread closely, that is one thing this game really lacks is atmosphere, I know the terrain was bleak and the times tough, but I would love to here tanks idleing and the track clanking as they made there way to defend valour !!, maybe random airplanes and distant guns..
 
Oh my the possiblities, please if you have any luck modding sounds let us know step by step !!
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smope
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RE: sound mods?

Post by smope »

ORIGINAL: Grey Legion

Sound mods, very cool...I'll be following this thread closely, that is one thing this game really lacks is atmosphere, I know the terrain was bleak and the times tough, but I would love to here tanks idleing and the track clanking as they made there way to defend valour !!, maybe random airplanes and distant guns..

Oh my the possiblities, please if you have any luck modding sounds let us know step by step !!

from what I can tell, sound modding is limited.
I did replace
d:\games\pc\Media/Sounds/infdeflect.wav
d:\games\pc\Media/Sounds/infmiss.wav
with
InfDeflect1.wav
still, it needs something...
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smope
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RE: sound mods?

Post by smope »

using
http://www.ling.upenn.edu/phonetics/sox.html#top

I was able to convert 1 channel sounds from another game into
2 channel 22050 rate wavs that indeflect.wav and infmiss.wav
apparently must be.

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Erik Rutins
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RE: sound mods?

Post by Erik Rutins »

Good suggestion to add multiple "slots" for randomization. I've added that to the list. I didn't realize going outside the existing sound file parameters would cause any issues, I'll check that with the developers.
Erik Rutins
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Marc von Martial
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RE: sound mods?

Post by Marc von Martial »

ORIGINAL: Erik Rutins

Good suggestion to add multiple "slots" for randomization. I've added that to the list. I didn't realize going outside the existing sound file parameters would cause any issues, I'll check that with the developers.

Actually it should not cause any issues. At least that is my last information.
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