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 » Sun Jul 31, 2022 9:22 pm

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 :lachtot:

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
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Ace Antilles
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Post by Ace Antilles » Sun Jul 31, 2022 10:05 pm

Very nice! I'll keep hold of them
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Rookie_One1
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Post by Rookie_One1 » Sun Jul 31, 2022 10:28 pm

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
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JeremyaFr
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Post by JeremyaFr » Tue Aug 02, 2022 3:40 pm

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.

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Rookie_One1
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Post by Rookie_One1 » Sun Aug 14, 2022 7:10 pm

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 ?
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Ace Antilles
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Post by Ace Antilles » Mon Aug 15, 2022 1:52 am

Rookie_One1 wrote:
Sun Aug 14, 2022 7:10 pm
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 ?
Isn't bombfire the sound it uses when entering a turret?
So it forces you back into the cockpit
Working from memory here
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Rookie_One1
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Post by Rookie_One1 » Mon Aug 15, 2022 2:14 am

Ace 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
Look like you're right, the game is using BOMBFIRE instead of TURRETMOTORSTART when we go in the turret
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Ace Antilles
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Post by Ace Antilles » Mon Aug 15, 2022 9:33 am

Which is weird. I think the turret sound is used to change weapons or link them etc
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JeremyaFr
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Post by JeremyaFr » Sun Feb 05, 2023 12:51 pm

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".

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Post by Bman » Sun Feb 05, 2023 7:10 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 ?
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JeremyaFr
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Post by JeremyaFr » Sun Feb 05, 2023 7:23 pm

Bman wrote:
Sun Feb 05, 2023 7:10 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 ?
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.

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JeremyaFr
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Post by JeremyaFr » Sun Mar 05, 2023 2:58 pm

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

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