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sound mods?
Posted: Sun Jul 02, 2006 7:55 pm
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.
RE: sound mods?
Posted: Mon Jul 03, 2006 1:34 am
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.
RE: sound mods?
Posted: Mon Jul 03, 2006 1:45 am
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.
RE: sound mods?
Posted: Mon Jul 03, 2006 3:23 am
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 !!
RE: sound mods?
Posted: Sat Jul 08, 2006 10:07 pm
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...
RE: sound mods?
Posted: Sat Jul 08, 2006 10:36 pm
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.
RE: sound mods?
Posted: Tue Jul 11, 2006 3:04 pm
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.
RE: sound mods?
Posted: Tue Jul 11, 2006 3:19 pm
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.