Engine sounds and weapon sounds
Moderator: JeremyaFr
- Rookie_One1
- Posts: 1656
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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
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- JeremyaFr
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NoBman wrote:Is it possible to add more flexibility where default .wav files can be temporarily reassigned by content of new custom.wav files ?
- JeremyaFr
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Hello,Bman wrote: ↑Sat May 26, 2018 9:47 pmI 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.
It's not "WeaponSoundEmpireBehavior = Empire" but "WeaponSoundBehavior = Empire".
- JeremyaFr
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Hello,
Rebel, RebelTurbo, Empire and EmpireTurbo behaviors apply to weapon 307.
If using Rebel, both RebelLaser.wav and RebelLaserTurbo.wav are used.
Rebel, RebelTurbo, Empire and EmpireTurbo behaviors apply to weapon 307.
If using Rebel, both RebelLaser.wav and RebelLaserTurbo.wav are used.
- JeremyaFr
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Does editing SfxBlastNew.lst and renaming RebelLaserTurbo.wav to RebelLaser.wav and EmpireLaserTurbo.wav to EmpireLaser.wav can do the trick?
- JeremyaFr
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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
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
- Driftwood
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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.
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.
- JeremyaFr
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Hello,
In "FlightModels\[Model]Sound.txt":
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.
In "FlightModels\[Model]Sound.txt":
Code: Select all
EngineSoundFlyBy = 8
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.
- Driftwood
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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
- Darksaber
- Posts: 10931
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I've already utilized the unused slots with the Slave1
An unedited version of the SfxBlastNew.lst looks like this
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
.
.
.
Code: Select all
AlarmTime2.wav 96 2000
FlyBySlave.wav 115 4000
FlyBySlave3D.wav 115 4000
LandingGearDown.wav 100 2000
Code: Select all
AlarmTime2.wav 96 2000
unused
unused
LandingGearDown.wav 100 2000
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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- Driftwood
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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
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Hello,
If we assume that 3D sound is enabled, we may reassign the slots for the no 3D FlyBy sounds.
If we assume that 3D sound is enabled, we may reassign the slots for the no 3D FlyBy sounds.
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
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)
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)
- Driftwood
- Posts: 2173
- Joined: Wed Oct 22, 2003 11:01 pm
- Contact:
Works the same in assigning sounds to a given ship already?
If so,neat! And thanks.
If so,neat! And thanks.
-
- Posts: 1157
- Joined: Mon Apr 05, 2004 11:01 pm
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?

Throwing this idea out there...
Can the default EngineWash.wav and EngineWashSD.wav slots be expanded out further into more with a hook?
Last edited by Bman on Tue Jun 19, 2018 10:54 pm, edited 1 time in total.
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- Driftwood
- Posts: 2173
- Joined: Wed Oct 22, 2003 11:01 pm
- Contact:
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
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
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
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"
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"
-
- Posts: 1157
- Joined: Mon Apr 05, 2004 11:01 pm
You rock Jeremy! This is perfect with tons of flexibility. Thank you!

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 ?


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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