Engine sounds and weapon sounds

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Re: Engine sounds and weapon sounds

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JeremyaFr
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Post by JeremyaFr » Tue Jul 03, 2018 8:30 am

FlyByTI.wav 115 4000
115 represents the volume.
4000 represents the distance. It's an hex value in lowercase (0-9, a-f).

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Post by JeremyaFr » Sat Nov 30, 2019 3:55 pm

UPDATE

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

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Post by Bman » Sat Nov 30, 2019 5:53 pm

Great thanks!
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Post by evilmark » Wed May 06, 2020 12:53 am

I 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?

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Post by evilmark » Wed May 06, 2020 4:08 am

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.

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Post by Ace Antilles » Thu May 07, 2020 8:20 pm

evilmark wrote:
Wed May 06, 2020 12:53 am
I 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.
JeremyaFr wrote:
Sat Nov 30, 2019 3:55 pm
UPDATE

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
Is that right what evilmark asks JeremyaFr? You can add a custom Flyby sound but you can't add a new custom laser sound?
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Post by JeremyaFr » Fri May 08, 2020 12:21 pm

Hello,
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

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Post by evilmark » Fri May 08, 2020 1:18 pm

JeremyaFr wrote:
Fri May 08, 2020 12:21 pm
Hello,
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
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.

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Post by General_Trageton » Mon May 11, 2020 4:20 pm

Hey Jeremy,
I've spotted a problem (or at least I consider it one).
Was it intended that if a ship like the TIE Defender uses the setting
WeaponSoundBehavior = TieFighter
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?
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Post by Ace Antilles » Mon May 11, 2020 4:36 pm

General_Trageton wrote:
Mon May 11, 2020 4:20 pm
Why would you want Ion cannons to sound like TIE lasers?
little.png
Flew the Defender and I would rather it was normal for sure.
Where did the idea of purple ion cannons come from for Imperials? Kinda cool, just wondered if it was an official universe thing
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Post by JeremyaFr » Mon May 11, 2020 5:01 pm

General_Trageton wrote:
Mon May 11, 2020 4:20 pm
WeaponSoundBehavior = TieFighter
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?
When setting WeaponSoundBehavior to TieFighter, all laser and ion have the same sound.
It is the default behavior of the game. You can verify that by disabling the ensgine sound hook.

But I can add a setting for tie fighters with a different sound for the ion cannons.

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Post by JeremyaFr » Mon May 11, 2020 6:30 pm

EDIT: link removed

I've added a TieFighterWithIon option for the WeaponSoundBehavior setting.

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Post by Driftwood » Tue May 12, 2020 1:43 am

Ace Antilles wrote:
Mon May 11, 2020 4:36 pm
Where did the idea of purple ion cannons come from for Imperials? Kinda cool, just wondered if it was an official universe thing
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.

Off the top of my head, and not all probably correct.
Yellow = cheap and relatively weak, widespread civilian usage. Some low level pirates.
Purple = advanced, high quality, comparatively/rare/experimental. May be combination of gas and weapons technology. Mostly used by Imperial "rare" ships.
Light blue ions = Rebels
Dark blue = Imperials
Red = Rebels, higher grade civilian/pirate useage
Green = Imperials mostly.
Blue lasers = Republic
Black = super rare used by Idunno.

There was a significant amount if discourse and codification several months ago about this on how to use the feature in a fluffy in universe manner.

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General_Trageton

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Post by General_Trageton » Tue May 12, 2020 6:58 am

Thanks Jeremy, the new option works great!
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Post by JeremyaFr » Tue May 12, 2020 8:17 pm

UPDATE

Hello,
I've merged the WIP version into the stable version.

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Post by Ace Antilles » Thu May 21, 2020 2:56 am

So I'm trying to get my head around all of these engine/weapon options.

If the game is set to 3D sound and there is no sound there will it still play the normal sound instead?
For example FLYBYXW if FLYBYXW3D is deleted.

Can I have it setup so that I have FlyBySlave as the engine sound and a custom SlaveLaser as the weapon sound replacing FlyBySlave3D?
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Post by JeremyaFr » Fri May 22, 2020 2:31 pm

I think that if he files are deleted then there will be no sound.
It needs to be tested.

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