Engine sounds and weapon sounds

A Forum dedicated to the Suggestion, Creation and Editing of XWA Dynamic Link Library Files

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Bman
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Post by Bman » Sat Jul 08, 2017 6:25 pm

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Rookie_One1
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Post by Rookie_One1 » Sat Jul 08, 2017 7:51 pm

That would be nice if it was possible, would mean it would finally be possible to have the same sound as the cutscene in XWA for emon yellow lasers
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Post by JeremyaFr » Sun Jul 09, 2017 12:20 pm

Bman wrote:Is it possible to add more flexibility where default .wav files can be temporarily reassigned by content of new custom.wav files ?
No

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Post by Bman » Sat May 26, 2018 9:47 pm

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Post by JeremyaFr » Sun May 27, 2018 8:12 am

Bman wrote:
Sat May 26, 2018 9:47 pm
I was experimenting/testing with the AwingSound.txt file to use WeaponSoundEmpireBehavior = Empire (sound for EmpireLaser.wav)
Doesn't work, so I assume that statement is only meant for slot 307 and also the weapon hardpoints in the Awing.opt' mesh is "smallgun" and registered as type 280 in the .exe to match.
Hello,
It's not "WeaponSoundEmpireBehavior = Empire" but "WeaponSoundBehavior = Empire".

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Post by Bman » Mon May 28, 2018 4:55 am

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JeremyaFr
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Post by JeremyaFr » Mon May 28, 2018 4:21 pm

Hello,

Rebel, RebelTurbo, Empire and EmpireTurbo behaviors apply to weapon 307.

If using Rebel, both RebelLaser.wav and RebelLaserTurbo.wav are used.

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JeremyaFr
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Post by JeremyaFr » Mon May 28, 2018 4:30 pm

Bman wrote:
Sat May 26, 2018 9:47 pm
So for example, for the A-Wing and AssaultGunboat, is there a way to force the Full-Red Laser and the Full-Green Laser when charged between 50% - 100% power to keep using the same wave files: RebelLaser.wav and EmpireLaser.wav respectively ?
Does editing SfxBlastNew.lst and renaming RebelLaserTurbo.wav to RebelLaser.wav and EmpireLaserTurbo.wav to EmpireLaser.wav can do the trick?

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Post by Bman » Mon May 28, 2018 5:58 pm

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Last edited by Bman on Tue Jun 19, 2018 10:56 pm, edited 1 time in total.
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Post by JeremyaFr » Mon May 28, 2018 7:10 pm

UPDATE

I've Added more options to WeaponSoundBehavior.

Add a line with "WeaponSoundBehavior = value". The value is 0, CorellianTransport, TieFighter, Rebel, RebelTurbo, Empire, EmpireTurbo, Falcon, FalconTurbo, Ion or IonTurbo.
0 means that a default sound is played.
CorellianTransport means that Laser and LaserTurbo are replaced with FalconLaser or FalconLaserTurbo.
TieFighter means that the open weapon (307) sound is EmpireLaserChChChhh or that laser sounds (RebelLaser, RebelLaserTurbo, EmpireLaser, EmpireLaserTurbo, IonCannon, IonCannonTurbo) are replaced with EmpireLaserChChChhh.
Rebel means that the open weapon (307) sound is RebelLaser or that RebelLaser and RebelLaserTurbo are replaced with RebelLaser.
RebelTurbo means that the open weapon (307) sound is RebelLaserTurbo or that RebelLaser and RebelLaserTurbo are replaced with RebelLaserTurbo.
Empire means that the open weapon (307) sound is EmpireLaser or that EmpireLaser and EmpireLaserTurbo are replaced with EmpireLaser.
EmpireTurbo means that the open weapon (307) sound is EmpireLaserTurbo or that EmpireLaser and EmpireLaserTurbo are replaced with EmpireLaserTurbo.
Falcon means that the open weapon (307) sound is FalconLaser or that RebelLaser, RebelLaserTurbo, EmpireLaser and EmpireLaserTurbo are replaced with FalconLaser.
FalconTurbo means that the open weapon (307) sound is FalconLaserTurbo or that RebelLaser, RebelLaserTurbo, EmpireLaser and EmpireLaserTurbo are replaced with FalconLaserTurbo.
Ion means that the open weapon (307) sound is IonCannon or that IonCannon and IonCannonTurbo are replaced with IonCannon.
IonTurbo means that the open weapon (307) sound is IonCannonTurbo or that IonCannon and IonCannonTurbo are replaced with IonCannonTurbo.

For the tie fighters (TieFighter, TieInterceptor, TieBomber, TieAdvanced, TieDefender, TieBizarro, TieBigGun, TieWarheads, TieBomb, TieBooster), laser sounds are replaced with "EmpireLaserChChChhh.wav".
For the Corellian transports (CorellianTransport2, FamilyTransport, MilleniumFalcon2), "LaserRebel" is replaced with "FalconLaser.wav" and "LaserRebelTurbo" is replaced with "FalconLaserTurbo.wav".

Please redownload xwa_hook_engine_sound.zip

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Driftwood
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Post by Driftwood » Mon Jun 11, 2018 12:53 am

Hey Jeremyah, how do I utilize preset #8 for custom .Wav files for engine interior/flyby sounds? Can you add more custom slots?

Or, to add custom .wavs do I need to consolidate all the corellian transport sounds under preset #6, and replace #7 with custom .wavs instead?

Would be nice to have custom .wavs potentially for each ships, but I realize that's likely impossible or a reach at this point.

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JeremyaFr
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Post by JeremyaFr » Mon Jun 11, 2018 4:11 pm

Hello,

In "FlightModels\[Model]Sound.txt":

Code: Select all

EngineSoundFlyBy = 8
8 means custom (first unused) or custom3D (second unused)

The count of unused sound slots (in SFXBLASTNEW.LST) is very limited. To add custom sounds, you can either use the "unused" slots or replace existing ones.

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Driftwood
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Post by Driftwood » Tue Jun 12, 2018 12:05 am

Code: Select all

RebelLaser.wav			70 2000
RebelLaserTurbo.wav		70 2000
EmpireLaser.wav			70 2000
EmpireLaserTurbo.wav		70 2800
IonCannon.wav			75 2800
IonCannonTurbo.wav			75 2800
TorpedoFire.wav			75 2800
MissileFire.wav			75 2800
RebelLaserStarship.wav		75 3000
EmpireLaserStarship.wav		75 3000
IonCannonStarship.wav		75 3000
FalconLaser.wav			48 2000
FalconLaserTurbo.wav		48 2000
BombFire.wav			80 2000
RocketFire.wav			90 2800
MagPulseFire.wav			90 2800
EmpireLaserChChChhh.wav		70 2800

ChaffStart.wav			100 2000
ChaffLoop.wav			100 2000
FlareFire.wav			115 2000

ExplosionBig1.wav			80 6000
ExplosionSml1.wav			80 6000
ExplosionSml2.wav			80 6000
ExplosionSml3.wav			80 6000
ExplosionSml4.wav			80 6000
ExplosionSml5.wav			80 6000
ExplosionSml6.wav			80 6000
ExplosionSml7.wav			80 6000
ExplosionSml8.wav			80 6000
ExplosionBreak1.wav		90 6000
ExplosionSparks1.wav		80 2000

ExplosionContainer1.wav		80 5000
ExplosionFighter1.wav		80 5000
ExplosionFreighter1.wav		80 5000
ExplosionStarship1.wav		80 7000
ExplosionStarship2.wav		80 7000

HitShield1.wav			120 2000
HitShield2.wav			120 2000
HitShield3.wav			120 2000
HitInstruments1.wav			110 2000
HitInstruments2.wav			110 2000
HitHull1.wav			105 2000
HitHull2.wav			105 2000
HitHull3.wav			105 2000
HitSystem1.wav			100 2000
HitSystem2.wav			100 2000
Collision1.wav			90 2000
Collision2.wav			90 2000

OtherShield1.wav			96 2000
OtherShield2.wav			96 2000
LaserImpactHull1.wav		85 2000
LaserTurboImpactHull1.wav		85 2000
IonImpactHull1.wav			85 2000
IonImpactHull2.wav			85 2000

AlarmEject.wav			125 2000
AlarmTime1.wav			96 2000
Alarm.wav				96 2000
AlarmDanger.wav			96 2000
AlarmProximity.wav			96 2000
AlarmMissile1.wav			96 2000
AlarmMissile2.wav			96 2000
AlarmMissile3.wav			96 2000
Ejected.wav			110 2000

Beep1.wav			75 2000
Click1.wav				70 2000
Identify.wav			80 2000
SetPowerLevel0.wav			96 2000
SetPowerLevel1.wav			96 2000
SetPowerLevel2.wav			96 2000
SetPowerLevel3.wav			96 2000
SetPowerLevel4.wav			96 2000

TargetSelect.wav			90 2000
TargetTrack.wav			90 2000
TargetLock.wav			80 2000
TargetLinedUp.wav			80 2000

TractorFire.wav			115 2000
TractorLoop.wav			115 2000
TractorLock.wav			115 2000
JamFire.wav			96 2000
JamLoop.wav			96 2000
JamLock.wav			96 2000
DecoyFire.wav			95 2000
DecoyLoop.wav			80 2000
EnergyFire.wav			96 2000
EnergyLoop1.wav			96 2000

TractorHit.wav			96 2000
TractorLoop.wav			96 2000
TractorGroan1.wav			96 2000
TractorGroan2.wav			96 2000
JamHitLoop.wav			96 2000

EngineIntXW.wav			76 2000
EngineIntYW.wav			76 2000
EngineIntAW.wav			76 2000
EngineIntTI.wav			76 2000
EngineIntAG.wav			60 2000
EngineIntCort.wav			76 2000
EngineIntFalc.wav			76 2000

FlyByTI.wav			115 4000
FlyByTI3D.wav			115 4000
FlyByAG.wav			115 4000
FlyByAG3D.wav			115 4000
FlyByXW.wav			115 4000
FlyByXW3D.wav			115 4000
FlyByYW.wav			115 4000
FlyByYW3D.wav			115 4000
FlyByAW.wav			115 4000
FlyByAW3D.wav			115 4000
FlyByCort.wav			115 4000
FlyByCort3D.wav			115 4000
EngineWashSD.wav			115 4000
EngineWash.wav			115 4000

HyperStartImp.wav			96 2000
HyperZoomImp.wav			96 2000
HyperEnd.wav			96 2000

HyperStartReb.wav			96 2000

HyperAbort.wav			96 2000

S-Foil.wav				70 2000

r2happy.wav			80 2000
r2warn.wav			80 2000
r2danger.wav			80 2000
r2hit.wav				80 2000
r2repair.wav			80 2000

PlayerComm.wav			96 2000
PlayerUrgent.wav			45 2000
AlarmTime2.wav			96 2000

FlyBySlave.wav			115 4000
FlyBySlave3D.wav			115 4000

LandingGearDown.wav		100 2000
LandingGearUp.wav			100 2000

TurretMotorStart.wav			96 2000

HyperBuoy.wav			85 1500

EnterShip.wav			110 2000

ReloadBig.wav			110 2000
ReloadSmall.wav			110 2000

Aaaaaa.wav			64 1000

So here's my current SFXBlastnet.lst file. How would I go about adding to the unused slots? I'm using notepad ++, but I can't tell what would qualify as an unused slot (line?)

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Darksaber
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Post by Darksaber » Tue Jun 12, 2018 5:33 am

I've already utilized the unused slots with the Slave1

Code: Select all

AlarmTime2.wav		96 2000

FlyBySlave.wav			115 4000
FlyBySlave3D.wav		115 4000

LandingGearDown.wav	100 2000
An unedited version of the SfxBlastNew.lst looks like this

Code: Select all

AlarmTime2.wav		96 2000

unused
unused

LandingGearDown.wav	100 2000
but if you add any other waves these are the values to change

Just add the actual wave files to the Fe_High_Res and Fe_Low_Res Wave folders and change the values to whatever you named your wave files, but keep it simple

I.E. FlyByBob.wav and FlyByBob3D.wav
.
.
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Post by Bman » Wed Jun 13, 2018 10:43 pm

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Last edited by Bman on Tue Jun 19, 2018 10:52 pm, edited 2 times in total.
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Driftwood
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Post by Driftwood » Thu Jun 14, 2018 1:11 am

Yeah, I'd like the ability to have more than 8 presets, though I can settle for reallocating all the CORT engine sound ships to slot 6 and put Decimator sounds on 7

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Post by JeremyaFr » Sat Jun 16, 2018 8:03 pm

Hello,
If we assume that 3D sound is enabled, we may reassign the slots for the no 3D FlyBy sounds.

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Post by Bman » Sun Jun 17, 2018 6:05 pm

.
Last edited by Bman on Tue Jun 19, 2018 12:37 am, edited 1 time in total.
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Post by JeremyaFr » Sun Jun 17, 2018 7:50 pm

Bman wrote:
Sun Jun 17, 2018 6:05 pm
Jeremy, if we force 3D sound from "Auto-detect" to "Enabled" in game menu, how would we parse out and access the other 8 non-3D FlyBy***.wav files to a different craft?
Hello,
It will be needed to modify the hook to replace and access the non-3D FlyBy sounds.

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Post by JeremyaFr » Mon Jun 18, 2018 8:22 pm

UPDATE
Hello,
You can now select 3D or non-3D sound for FlyBy.

Please redownload xwa_hook_engine_sound.zip

Add a line with "EngineSoundFlyBy = value". The value is between 0 and 8, 11 and 18, 21 and 28:
- 0 means no sound
- 1 means FlyByXW or FlyByXW3D
- 2 means FlyByYW or FlyByYW3D
- 3 means FlyByAW or FlyByAW3D
- 4 means FlyByTI or FlyByTI3D
- 5 means FlyByAG or FlyByAG3D
- 6 means FlyByCort or FlyByCort3D
- 7 means FlyByCort or FlyByCort3D
- 8 means custom (first unused/FlyBySlave) or custom3D (second unused/FlyBySlave3D)
- 11 means FlyByXW
- 12 means FlyByYW
- 13 means FlyByAW
- 14 means FlyByTI
- 15 means FlyByAG
- 16 means FlyByCort
- 17 means FlyByCort
- 18 means custom (first unused/FlyBySlave)
- 21 means FlyByXW3D
- 22 means FlyByYW3D
- 23 means FlyByAW3D
- 24 means FlyByTI3D
- 25 means FlyByAG3D
- 26 means FlyByCort3D
- 27 means FlyByCort3D
- 28 means custom3D (second unused/FlyBySlave3D)

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Driftwood
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Post by Driftwood » Mon Jun 18, 2018 8:45 pm

Works the same in assigning sounds to a given ship already?

If so,neat! And thanks.

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Post by Bman » Tue Jun 19, 2018 1:38 am

Awesome! It appears if values 11 through 28 are used, that means possibility of maximizing out to 16 different unique flyby sound files, then reassigning every model into one of 16 groups. Thanks Jeremy. :-)

Throwing this idea out there...

Can the default EngineWash.wav and EngineWashSD.wav slots be expanded out further into more with a hook?
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Post by Driftwood » Tue Jun 19, 2018 2:13 am

FYI, chrome is blocking my download of the file. It thinks it's malware.

So if we replace 1-8 with 11-18 in the file, it'll only pull from those .wavs, leaving us with the ability to switch out 21 - 28 with customs? (where are 19-20?) or vice versa?

Which ones sound better though? 3d or regular? I'd vote for overriding the lower quality .wavs with customs for new ships

Now I see this replaces the fly by's, but what about the internal engine sounds? I have an internal sound file for the Decimator, and a flyby sound. I'd like to replace both if that is possible with custom .wavs

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Post by JeremyaFr » Tue Jun 19, 2018 4:09 pm

UPDATE
Hello,
You can now replace existing sounds for a given mission.

Please redownload xwa_hook_engine_sound.zip

Suppose that the mission is "[MissionDir]\[Mission].tie".

To replace sounds for a given mission, create a file named "[MissionDir]\[Mission]_Sounds.txt".

If a "Sounds.txt" file doesn't exist, no sound is replaced.
The format is a line per sound: "Wave\SoundA.wav = Wave\NewSoundA.wav"

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Post by Bman » Tue Jul 03, 2018 4:20 am

You rock Jeremy! This is perfect with tons of flexibility. Thank you! :-) :applaus:

Just remembered something I wanted to ask, in the SFXBLASTNEW.LST the list has these values:

FlyByTI.wav 115 4000
FlyByTI3D.wav 115 4000
FlyByAG.wav 115 4000
FlyByAG3D.wav 115 4000
FlyByXW.wav 115 4000
FlyByXW3D.wav 115 4000
etc. . . . . . .
EngineWashSD.wav 115 4000
EngineWash.wav 115 4000

My understanding is the 115 represents the distance the player's craft is to the passing object before the .wav file is triggered and the 4000 metric represents the volume of the sound played, maybe distance related too. I've been able to get the EngineWashSD and EngineWash waves to play a little louder and from a farther distance by using 150 and 6000 or 7000.

When experimenting with the FlyBy***.wav files by changing the 115 and 4000 values to something else, it hasn't yielded much improvement. Is this hard coded to a limited range of values? It just seems to me when a wave file such as the FlyByTI and FlyByTI3D is triggered, the player craft has to be fairly close to the passing tie-fighter (or any other craft) before the sound kicks in. 1) How could we extend the range farther out?

2) When there is more than one tie-fighter passing by the player's craft, is there a way to make all of the multiple flyby sounds play concurrently from each tie-fighter rather wait on just one wave file to finish playing? I noticed the laser cannons all play concurrently when multiple tie-fighters are bearing down on the player target craft. Is this principle possible with the FlyBy***.wav files too ? :-)
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