115 represents the volume.FlyByTI.wav 115 4000
4000 represents the distance. It's an hex value in lowercase (0-9, a-f).
Moderator: JeremyaFr
115 represents the volume.FlyByTI.wav 115 4000
evilmark wrote: ↑Wed May 06, 2020 12:53 amI have a question about weapon sounds, if I want to use a brand new .wav file do I need to replace one of the existing weapon sounds and reference that, or can I add it as a new wav file and put something like "WeaponSoundBehavior = MyNewSoundEffect" in [model]Sound.txt?
After spending a few hours experimenting it looks like the answer to my question is that I need to replace a pre-existing laser sound. Something else I noticed though is that ships setup to use rebel weapons can't use imperial sounds, and vice-versa (they just use the default sound instead), is that normal? It seems both imperial and rebel ships can use the falcon sounds just fine though.
Is that right what evilmark asks JeremyaFr? You can add a custom Flyby sound but you can't add a new custom laser sound?JeremyaFr wrote: ↑Sat Nov 30, 2019 3:55 pmUPDATE
Hello,
I've updated the engine sound hook.
I've added a setting to set which wash sound is played (either EngineWash.wav or EngineWashSD.wav) on a per-craft basis.
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
Add a line with "EngineSoundWash = value". The value is between 1 and 2:
- 1 means EngineWash
- 2 means EngineWashSD
I figured it was something like that. Is there a reason ships with rebel weapons can't seem to use Empire and EmpireTurbo sounds and ships with imperial weapons can't seem to use Rebel and RebelTurbo sounds? For example, if I set an X-Wing to WeaponSoundBehavior = EmpireTurbo it doesn't work and uses the default rebel sounds instead.JeremyaFr wrote: ↑Fri May 08, 2020 12:21 pmHello,
The sound slots are limited. So you can't add new sounds (wav files) on a per-ship basis.
You have 2 options:
- either replacing existing wav files with new wav files
- either use the hook to redirect existing wav files to new ones on a per-mission basis
The Ion cannons also sound like normal TIE Lasers? It is stated accordingly in the description of this setting but I do question the reason behind it? Why would you want Ion cannons to sound like TIE lasers?WeaponSoundBehavior = TieFighter
Flew the Defender and I would rather it was normal for sure.General_Trageton wrote: ↑Mon May 11, 2020 4:20 pmWhy would you want Ion cannons to sound like TIE lasers?
When setting WeaponSoundBehavior to TieFighter, all laser and ion have the same sound.General_Trageton wrote: ↑Mon May 11, 2020 4:20 pmThe Ion cannons also sound like normal TIE Lasers? It is stated accordingly in the description of this setting but I do question the reason behind it? Why would you want Ion cannons to sound like TIE lasers?WeaponSoundBehavior = TieFighter
The Laser FG colors were codified based on mostly speculation I think. Different grades of Tibanna Gas used have different visual effects due to quality of refinement and possible manufacture differences.Ace Antilles wrote: ↑Mon May 11, 2020 4:36 pmWhere did the idea of purple ion cannons come from for Imperials? Kinda cool, just wondered if it was an official universe thing
Do you have an example of what you have used it with?Rookie_One1 wrote: ↑Wed Jun 24, 2020 3:02 pmThanks Jeremy!
I confirm that it's working perfectly!
One more step for the XWAUP!