Engine sounds and weapon sounds
Moderator: JeremyaFr
Re: Engine sounds and weapon sounds
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
Funny thing, I decided to just go and try my hand, Just did a file just for TIE crafts, that combine both HyperStartImp and HyperZoom, and did the same for HyperStartImp and the "Zoom" part of the HyperStartReb sound
If XWAU and TFTC want to use it, go ahead, I just my name somewhere saying that i'm the annoyer in chief in exchange
Link to the wav files : https://drive.google.com/drive/folders/ ... sp=sharing
I look on if it's possible to do something similar for HyperEnd, but that one i'm less sure
If XWAU and TFTC want to use it, go ahead, I just my name somewhere saying that i'm the annoyer in chief in exchange
Link to the wav files : https://drive.google.com/drive/folders/ ... sp=sharing
I look on if it's possible to do something similar for HyperEnd, but that one i'm less sure
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Ace Antilles
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Very nice! I'll keep hold of them
- Rookie_One1
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Thanks!
Of note, I made sure that the zoom happens at 1.9 seconds, as to make sure that the sync between the visual and the sound remain
Of note, I made sure that the zoom happens at 1.9 seconds, as to make sure that the sync between the visual and the sound remain
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- JeremyaFr
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UPDATE
Hello,
I've updated the engine sound hook.
You can now define custom sounds for the hyperspace sounds.
For HyperStart sounds, sounds defined in "Wave\Sfx_HyperStart.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperZoom sounds, sounds defined in "Wave\Sfx_HyperZoom.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperEnd sounds, sounds defined in "Wave\Sfx_HyperEnd.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperAbort sounds, sounds defined in "Wave\Sfx_HyperAbort.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
Hello,
I've updated the engine sound hook.
You can now define custom sounds for the hyperspace sounds.
For HyperStart sounds, sounds defined in "Wave\Sfx_HyperStart.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperZoom sounds, sounds defined in "Wave\Sfx_HyperZoom.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperEnd sounds, sounds defined in "Wave\Sfx_HyperEnd.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For HyperAbort sounds, sounds defined in "Wave\Sfx_HyperAbort.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
I'm trying to make it work for the HyperStart and takeoff, but I can't seem to make it work
EDIT : forget what I wrote earlier, found the issue, I need to have all the craft in that lst file, I can't have just the crafts I want to change.
Also, @JeremyaFr , one thing you may want to look into, for corellian crafts it seem that it call BOMBFIRE.WAV before Hyperstart, any way we could disable that so that BOMBFIRE only play when we fire space bombs ?
EDIT : forget what I wrote earlier, found the issue, I need to have all the craft in that lst file, I can't have just the crafts I want to change.
Also, @JeremyaFr , one thing you may want to look into, for corellian crafts it seem that it call BOMBFIRE.WAV before Hyperstart, any way we could disable that so that BOMBFIRE only play when we fire space bombs ?
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Ace Antilles
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Isn't bombfire the sound it uses when entering a turret?Rookie_One1 wrote: ↑Sun Aug 14, 2022 7:10 pmI'm trying to make it work for the HyperStart and takeoff, but I can't seem to make it work
EDIT : forget what I wrote earlier, found the issue, I need to have all the craft in that lst file, I can't have just the crafts I want to change.
Also, @JeremyaFr , one thing you may want to look into, for corellian crafts it seem that it call BOMBFIRE.WAV before Hyperstart, any way we could disable that so that BOMBFIRE only play when we fire space bombs ?
So it forces you back into the cockpit
Working from memory here
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
Look like you're right, the game is using BOMBFIRE instead of TURRETMOTORSTART when we go in the turretAce Antilles wrote: ↑Mon Aug 15, 2022 1:52 am
Isn't bombfire the sound it uses when entering a turret?
So it forces you back into the cockpit
Working from memory here
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Ace Antilles
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Which is weird. I think the turret sound is used to change weapons or link them etc
- JeremyaFr
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UPDATE
Hello,
I've updated the engine sound hook.
I've added arrays of sounds for the weapons sounds, ambient sounds for starships, freighters and stations, others custom sounds.
For weapon sounds, when the behavior is empty, sounds defined in "Wave\Sfx_Weapon.lst" are used if the lst file exists.
For each craft, there are 10 items. The last item is for the open weapon.
To define random weapon sounds, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
The format is:
WeaponSoundRangeStart_XXX = sound range start
WeaponSoundRangeCount_XXX = sound range count
XXX is the weapon index starting from 280. For example: WeaponSoundRangeStart_280 and WeaponSoundRangeCount_280.
Random weapon sounds are defined in "Wave\Sfx_WeaponRange.lst"
For StarshipAmbient sounds, sounds defined in "Wave\Sfx_StarshipAmbient.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
Suppose that the craft is "FlightModels\[Model].opt".
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
The format is:
AmbientSoundOffsetX = offset in meters
AmbientSoundOffsetY = offset in meters
AmbientSoundOffsetZ = offset in meters
AmbientSoundDistance = distance in meters
Others custom sounds can be replaced in "Wave\Sfx_Sounds.lst".
Hello,
I've updated the engine sound hook.
I've added arrays of sounds for the weapons sounds, ambient sounds for starships, freighters and stations, others custom sounds.
For weapon sounds, when the behavior is empty, sounds defined in "Wave\Sfx_Weapon.lst" are used if the lst file exists.
For each craft, there are 10 items. The last item is for the open weapon.
To define random weapon sounds, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
The format is:
WeaponSoundRangeStart_XXX = sound range start
WeaponSoundRangeCount_XXX = sound range count
XXX is the weapon index starting from 280. For example: WeaponSoundRangeStart_280 and WeaponSoundRangeCount_280.
Random weapon sounds are defined in "Wave\Sfx_WeaponRange.lst"
For StarshipAmbient sounds, sounds defined in "Wave\Sfx_StarshipAmbient.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
Suppose that the craft is "FlightModels\[Model].opt".
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
The format is:
AmbientSoundOffsetX = offset in meters
AmbientSoundOffsetY = offset in meters
AmbientSoundOffsetZ = offset in meters
AmbientSoundDistance = distance in meters
Others custom sounds can be replaced in "Wave\Sfx_Sounds.lst".
-
- Posts: 1170
- Joined: Mon Apr 05, 2004 11:01 pm
Thank you Jeremy! Awesome. Question on the "Sfx_Sounds" hook. Is that based on craft/object index numbers like the other hooks, or does it mirror the "SfxBlastNew.lst" or some other criteria ?
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- JeremyaFr
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Hello,
It is not based on the object index. It is used to replace single sounds. For now only the "AlarmDanger" sound is replaced. This sound is replaced with the sound defined at the first line in "Sfx_Sounds.lst". With this file it will be easier in the future to replace single sounds.
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've added these settings:
AmbientSoundDistanceX = distance in meters
AmbientSoundDistanceY = distance in meters
AmbientSoundDistanceZ = distance in meters
Hello,
I've updated the engine sound hook.
I've added these settings:
AmbientSoundDistanceX = distance in meters
AmbientSoundDistanceY = distance in meters
AmbientSoundDistanceZ = distance in meters
- JeremyaFr
- Posts: 4007
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've improved ambient sounds.
Hello,
I've updated the engine sound hook.
I've improved ambient sounds.
- JeremyaFr
- Posts: 4007
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've fixed and improved ambient sounds.
Hello,
I've updated the engine sound hook.
I've fixed and improved ambient sounds.
- JeremyaFr
- Posts: 4007
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've added sounds for map enter , map exit, and turret switch.
Custom sounds can be replaced in "Wave\Sfx_Sounds.lst":
- line 0 is player craft targeted sounds
- line 1 is map enter
- line 2 is map exit
- line 3 is turret switch
Hello,
I've updated the engine sound hook.
I've added sounds for map enter , map exit, and turret switch.
Custom sounds can be replaced in "Wave\Sfx_Sounds.lst":
- line 0 is player craft targeted sounds
- line 1 is map enter
- line 2 is map exit
- line 3 is turret switch
- JaggedFel
- Posts: 435
- Joined: Wed Sep 06, 2006 11:01 pm
- Contact:
Was looking over the update, realized I missed the addition of [Interdiction] Region. Can't tell within your code, are the XwaPlayer.m053/Region values 0-3 or 1-4?
Ye Olde Galactic Empire Mission Editor v1.15.6
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt
- JeremyaFr
- Posts: 4007
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've fixed a bug where the ini settings was reloaded everytime a sound hook is called.
Hello,
I've updated the engine sound hook.
I've fixed a bug where the ini settings was reloaded everytime a sound hook is called.
-
- Posts: 150
- Joined: Wed Jan 11, 2006 12:01 am
hey i love the ambient starship sounds! awesome idea and it works great in the game! i went crazy setting a bunch of them and making new sounds for various ships. i tried making some for tie fighters however the tie fighter sounds only work if i changed the craft type from fighter to starship or freighter which obviously causes all sorts of other issues. any chance we could get ambient sounds enabled for other craft types namely fighters?
edit: i have some that would be great for the corellian freighters as well. also if there would be any way to make the ambient sound to stop when a craft is disabled that would be amazing
edit: i have some that would be great for the corellian freighters as well. also if there would be any way to make the ambient sound to stop when a craft is disabled that would be amazing
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Hello,
You can define ambient sounds for starships, freighters and platforms.
The hook can be modified to allow ambient sounds for any ship type, but there may be issues if too many ships have sounds playing at the same time.
You can define ambient sounds for starships, freighters and platforms.
The hook can be modified to allow ambient sounds for any ship type, but there may be issues if too many ships have sounds playing at the same time.
-
- Posts: 150
- Joined: Wed Jan 11, 2006 12:01 am
i would be so happy if you did that. the distance can be defined in each crafts ini file right? giving fighters a shorter distance should limit the number of sounds playing. thank you so much for all your work regardless. you have given me hundreds of hours of entertainment by breathing new life into this game
- Ace Antilles
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- Joined: Sat Jan 22, 2000 12:01 am
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Ambient sounds for starships, freighters and platforms have been or are being added.
It needs a bunch of testing which is why it's going to be released in the next major release.
Fighters won't be implemented at this stage.
There are just too many sounds going on with messages, lasers, flyby, engines already.
Finding the right volume level for Ambient sounds is tricky.
So far I have 20 different sounds with some being used multiple times for different size ships
It needs a bunch of testing which is why it's going to be released in the next major release.
Fighters won't be implemented at this stage.
There are just too many sounds going on with messages, lasers, flyby, engines already.
Finding the right volume level for Ambient sounds is tricky.
So far I have 20 different sounds with some being used multiple times for different size ships
-
- Posts: 150
- Joined: Wed Jan 11, 2006 12:01 am
i think youre just swell, aceAce Antilles wrote: ↑Sun Feb 25, 2024 4:42 pmAmbient sounds for starships, freighters and platforms have been or are being added.
It needs a bunch of testing which is why it's going to be released in the next major release.
Fighters won't be implemented at this stage.
There are just too many sounds going on with messages, lasers, flyby, engines already.
Finding the right volume level for Ambient sounds is tricky.
So far I have 20 different sounds with some being used multiple times for different size ships
- Ace Antilles
- Posts: 7923
- Joined: Sat Jan 22, 2000 12:01 am
- Contact:
Cheers I try
I would say Vince came up with the original idea for use with the Star Destroyers.
I have a massive sound update in WIP for this year.
Sound levels are a pain as I have changed my speakers and hard to normalise.
Where are you basing your sounds from? Movies?
A recent modder made alarm sounds outside ships but I thought that wouldn't be heard so didn't make sense