Engine sounds and weapon sounds

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Re: Engine sounds and weapon sounds

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Rookie_One1
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Post by Rookie_One1 » Thu Jun 25, 2020 2:24 am

Assault Gunboat and Missile board would use HyperStartImp, if we are to go by TIE Fighter game.

And while we are at it, we would probably have to add the shuttles (lambda class and delta-class), too, because if we go by that, the HyperStartImp noise would probably be a "signature" of Cygnus-made and SFS-made hyperdrives, which the shuttles are also using (and the "HyperStartImp" and the "HyperZoomImp" combo being a signature of when you have the TIEs ion engines with it)
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JeremyaFr
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Post by JeremyaFr » Thu Jun 25, 2020 6:29 pm

UPDATE

Hello,
I've updated the engine sound hook.
I've merged the changes from the WIP version into the stable version.

SirRollsRoyce
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Post by SirRollsRoyce » Fri Jun 26, 2020 8:06 am

Is there any way to get an updated laser and engine sound ? I wanted to play XWAU but the generic sounds are so bland.

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Ace Antilles
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Post by Ace Antilles » Fri Jun 26, 2020 11:26 am

SirRollsRoyce wrote: ↑
Fri Jun 26, 2020 8:06 am
Is there any way to get an updated laser and engine sound ? I wanted to play XWAU but the generic sounds are so bland.
I am working on that. Watch this space. Well not this exact space ;) This space
viewtopic.php?f=19&t=12597&sid=c715f344 ... 291f7efd9e
Be patient and you will be rewarded
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JeremyaFr
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Post by JeremyaFr » Fri Jun 26, 2020 11:28 am

Hello,
You can have a look to: X-Wing Alliance Sounds

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Post by SirRollsRoyce » Fri Jun 26, 2020 5:10 pm

Hey Jeremy, So do I install al of these for a complete sound overhaul? Or just install one of them ?

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Post by marcop000 » Fri Jun 26, 2020 6:18 pm

Hi Jeremy,

Please excuse me if I enter in this post.

I see you have created a sound hook.

For your opinion is possible add a file audio (wav) Logger ?

To be honest I like to add the Force Feedback support to Xwing vs tie figher and this log can be very useful to intercept externally all events.

Thanks !

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Post by JeremyaFr » Fri Jun 26, 2020 8:28 pm

SirRollsRoyce wrote: ↑
Fri Jun 26, 2020 5:10 pm
Hey Jeremy, So do I install al of these for a complete sound overhaul? Or just install one of them ?
Just one on them.

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Post by JeremyaFr » Fri Jun 26, 2020 8:30 pm

marcop000 wrote: ↑
Fri Jun 26, 2020 6:18 pm
For your opinion is possible add a file audio (wav) Logger ?
To be honest I like to add the Force Feedback support to Xwing vs tie figher and this log can be very useful to intercept externally all events.
Hello,
I don't know if it is easy or not to add that for XvT.

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Post by SirRollsRoyce » Fri Jun 26, 2020 10:58 pm

Sorry to ask again but which one do we download ?

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Ace Antilles
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Post by Ace Antilles » Fri Jun 26, 2020 11:05 pm

SirRollsRoyce wrote: ↑
Fri Jun 26, 2020 10:58 pm
Sorry to ask again but which one do we download ?
None of those files are supported or made by the XWA Upgrade. The choice is yours which to get.
I recommend choosing this option for now.
http://xvtedicion.es/ingles/descargas/s ... g.php?id=5

As I mentioned earlier I am working a new 2020 Sound Upgrade which will be out asap
Follow this thread below or my Forum sections for more. Thanks
viewtopic.php?f=19&t=12597&sid=c715f344 ... 291f7efd9e
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Post by JeremyaFr » Tue Apr 27, 2021 3:43 pm

UPDATE

Hello,
I've updated the engine sound hook.

I've added support for an upcoming sounds hook.

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Post by JeremyaFr » Wed Apr 28, 2021 6:00 pm

UPDATE

Hello,
I've updated the engine sound hook.

I've added a EngineSoundTakeOff setting.

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".

Add a line with "EngineSoundTakeOff = value". The value is between 1 and 2:
- 1 means LandingGearUp
- 2 means MfTakeOff

If the file does not exist, default values are used:

type 2:
- ModelIndex_058_0_45_CorellianTransport2
- ModelIndex_059_0_46_MilleniumFalcon2
- ModelIndex_065_0_52_FamilyTransport

type 1:
other crafts

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Post by JeremyaFr » Fri May 28, 2021 4:42 pm

UPDATE

Hello,
I've updated the engine sound hook.

I've added support for custom sounds.

For Interior sounds, when the type is 0, sounds defined in "Wave\Sfx_Interior.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For FlyBy sounds, when the type is 0, sounds defined in "Wave\Sfx_FlyBy.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For EngineWash sounds, when the type is 0, sounds defined in "Wave\Sfx_EngineWash.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.

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 setup Sfx_EngineWash, copy the following files to WAVE\Sfx_EngineWash\
From WAVE\FE_HIGH_RES\
Copy files:
EngineWash.wav
EngineWashSD.wav

To setup Sfx_FlyBy, copy the following files to WAVE\Sfx_FlyBy\
From WAVE\FE_HIGH_RES\
Copy files:
FlyByAG.wav
FlyByAW.wav
FlyByCORT.wav
FlyByTI.wav
FlyByXW.wav
FlyByYW.wav

To setup Sfx_Interior, copy the following files to WAVE\Sfx_Interior\
From WAVE\FE_HIGH_RES\
Copy files:
EngineIntAG.wav
EngineIntAW.wav
EngineIntCORT.wav
EngineIntFALC.wav
EngineIntTI.wav
EngineIntXW.wav
EngineIntYW.wav

To setup Sfx_Weapon, copy the following files to WAVE\Sfx_Weapon\
From WAVE\FE_HIGH_RES\
Copy files:
EmpireLaser.wav
EmpireLaserChChChhh.wav
EmpireLaserStarship.wav
EmpireLaserTurbo.wav
FalconLaser.wav
FalconLaserTurbo.wav
IonCannon.wav
IonCannonStarship.wav
IonCannonTurbo.wav
RebelLaser.wav
RebelLaserStarship.wav
RebelLaserTurbo.wav

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Post by JeremyaFr » Sat Jun 04, 2022 10:52 am

UPDATE

Hello,
I've updated the engine sound hook.

I've added TakeOff, EngineSlowing and CanopyOpening sounds.

For TakeOff sounds, when the type is 0, sounds defined in "Wave\Sfx_TakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Engine Slowing sounds, sounds defined in "Wave\Sfx_EngineSlowing.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Canopy Opening sounds, sounds defined in "Wave\Sfx_CanopyOpening.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.

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Ace Antilles
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Post by Ace Antilles » Sat Jun 04, 2022 11:50 am

Thank you for all your work in making our random requests a reality πŸ˜ƒ
Some options seem small but they really open up the game for more immersion 😎
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Post by JeremyaFr » Tue Jun 07, 2022 3:51 pm

UPDATE

Hello,
II've updated the engine sound hook.

I've added sounds for the hangar shuttle.
For Shuttle Blast Off sounds, sounds defined in "Wave\Sfx_ShuttleBlastOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Shut Down sounds, sounds defined in "Wave\Sfx_ShuttleShutDown.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Take Off sounds, sounds defined in "Wave\Sfx_ShuttleTakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.

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Post by JeremyaFr » Tue Jul 19, 2022 9:33 am

UPDATE

Hello,
I've updated the engine sound hook.

I've added support for the Interdiction section in the mission ini file.
When a region in included in the "Region" setting of the "[Interdiction]" section in the mission ini file, the sound "HyperAbort.wav" will be played instead of "HyperEnd.wav" on hyper out the region.

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Rookie_One1
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Post by Rookie_One1 » Sun Jul 31, 2022 7:19 pm

Really nice updates! Thanks Jeremy!

BTW Jeremy, as stupid as it sound, can you do also add support for custom sounds for the HyperStart and HyperEnd sounds ?

I think it would clean up things nicely to be able to set those sounds like that instead of how the XWAU is setted up right now (right now, for the HyperFalcon and HyperEndFalcon, it's using the sounds section of missions ini files)
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Vince T
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Post by Vince T » Sun Jul 31, 2022 8:30 pm

You mean for the player craft right? AI Jump sounds have been added with the Hyperspace hook.
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Ace Antilles
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Post by Ace Antilles » Sun Jul 31, 2022 8:49 pm

Rookie_One1 wrote: ↑
Sun Jul 31, 2022 7:19 pm
Really nice updates! Thanks Jeremy!

BTW Jeremy, as stupid as it sound, can you do also add support for custom sounds for the HyperStart and HyperEnd sounds ?

I think it would clean up things nicely to be able to set those sounds like that instead of how the XWAU is setted up right now (right now, for the HyperFalcon and HyperEndFalcon, it's using the sounds section of missions ini files)
Yeah nearly all the sound effect options have been opened to us now!
I've got a mountain of sounds and to do work on it to come lol
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Rookie_One1
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Post by Rookie_One1 » Sun Jul 31, 2022 8:49 pm

Yes, speaking for player craft

AFAIK the HyperStart and HyperEnd are mostly for the player craft ;)
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Post by Ace Antilles » Sun Jul 31, 2022 8:52 pm

Rookie_One1 wrote: ↑
Sun Jul 31, 2022 8:49 pm
Yes, speaking for player craft

AFAIK the HyperStart and HyperEnd are mostly for the player craft ;)
You are right actually. I've hooked sounds for the falcon before... soo...
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Post by Rookie_One1 » Sun Jul 31, 2022 8:57 pm

You did it replacing it on a per mission basis instead of a per craft basis, but using the method that Jeremy created for other sound would make it easier to manage IMO, since it would now be on a per craft basis instead.

That said, it will also mean that someone will probably have to find a way to merge and edit correctly the HyperStartImp and HyperZoomImp together for Tie crafts, and do the same with HyperStartImp and HyperStartReb for SFS/Cygnus non-tie crafts (shuttles, gunboats, etc)....which I think I could try to do in audacity or one of it's forks
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Post by Ace Antilles » Sun Jul 31, 2022 9:01 pm

Rookie_One1 wrote: ↑
Sun Jul 31, 2022 8:57 pm
You did it replacing it on a per mission basis instead of a per craft basis, but using the method that Jeremy created for other sound would make it easier to manage IMO, since it would now be on a per craft basis instead.

That said, it will also mean that someone will probably have to find a way to merge and edit correctly the HyperStartImp and HyperZoomImp together for Tie crafts, and do the same with HyperStartImp and HyperStartReb for SFS/Cygnus non-tie crafts (shuttles, gunboats, etc)....which I think I could try to do
HyperZoomImp can be turned on and off in the ship INI. In fact it's an annoying sound to have.
I would turn them all off as I have a much nicer merged sound as it is.
The Shuttle hangar sounds are now also totally customisable :D
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