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Cretan Village backgroud sounds How's it done? I've been on maps where there are sea sounds when you are by the sea but when you move away it changes to countryside sounds. I would like to do this on Cretan Village - sea sounds near the sea and crickets in the rest of the map. Also I would like to maybe add music in one of the closed-up houses in the village - how do you do this? Thanks! |
Re: Cretan Village backgroud sounds Set up your sounds via a .con file and a .ssc file(check out other maps to see how that's done). When you got that place the sounds as static objects wherever you want them to be. Sorry for the undetailed answer, but I might have had a beer to much so I'm not in the mood to write bigger texts now. If you can't figure it out how to do it I might explain it to you the next time. |
Re: Cretan Village backgroud sounds ... he might explain it to you the next time ;-) or visit some mappers in our teamspeak or forum ... perhaps we could together write a small tutorial about sounds and place it in the help section of our board? |
Re: Cretan Village backgroud sounds First off you need the required sounds files you would like to use. These sounds must be 11khz 16bit PCM uncompressed .wav file. Then you will need to create an objects folder in your map. Do not forget to add the line "run objects/objects" in your init.con of your map. Now you need to create an "objects.con" file in your objects folder. In there, you need to write the line "steshelf_m1/steshelf_m1.con". The "steshelf_m1" part can be anything. It depends on the static object you use to coordinate the sourcepoint of your sound in your map. Remember that this works like a Spawnpoint, it also has a circular area that produces sound. Now you will create a folder for example "steshelf_m1", with the required "steshelf_m1.con" file. .con files are created from .txt files. Just rename them to .con. You also open these with Notepad. In the "steshelf_m1.con" file you need to refer to the actual "worker" files. You will have to create the following files, with the following content in the same folder as you placed the "steshelf_m1.con" file. geometries.con GeometryTemplate.create StandardMesh steshelf_m1 GeometryTemplate.file none GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 10 GeometryTemplate.setLodDistance 2 15 GeometryTemplate.setLodDistance 3 30 GeometryTemplate.setLodDistance 4 50 GeometryTemplate.setLodDistance 5 100 objects.con ObjectTemplate.create SimpleObject steshelf_m1 ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry PlateShelf_M1 ObjectTemplate.hasCollisionPhysics 1 objectTemplate.loadSoundScript Sounds/steshelf_m1.ssc steshelf_m1.con run Geometries.con run Objects.con As you can see, you also need to place a sound folder within the "steshelf_m1" folder. In there, you create the "steshelf_m1.ssc" file. Also by renaming a .txt file. steshelf_m1.ssc #templateLevel HIGH newPatch ############ ### Near ### ############ load bf1942/levels/Mylevel/sounds/Mysound.wav loop minDistance 5 randomStartPitch 0.25 / 0.0 volume 1.0 priority 9 #templateLevel MEDIUM newPatch ############ ### Near ### ############ load bf1942/levels/Mylevel/sounds/Mysound.wav loop minDistance 5 randomStartPitch 0.25 / 0.0 volume 1.0 priority 9 You notice different values within the file. loop = Means that the sound file will loop continually. minDistance 5 = If the player is within 5 metres of the object, the sound will be playing. randomStartPitch 0.25 / 0.0 = I'm not really sure about this one. Never touched it. volume 1.0 = Obvious eh? Valid values are 0.0 - 1.0 Note: sounds are lower ingame. priority 9 = If you have two sounds playing within eachothers range, only one can be the top one. If another sound has a priority of 8, the sound with a priority of 9 will be best heard. Don't forget to change the lines of that file. Now you only need a sound folder in your map folder. In there you place the .wav files. It should be working fine now. If not, give me a hunch. Oh yeah. I use Goldwave to edit sounds. Very easy. Download here. This version is better than the newer one in terms of usability. You can also use environmental sound scripting. This means a standard, looped background sound for your map. First you need to add the line "run sounds/environment" in the init.con of your map. Now you will have to create a new folder, named "sounds" in your map folder. Remember that the line you need to add in the init.con may already be present, but check anyway. In this "sounds" folder, you need to add two files: environment.con EnvironmentSound.load Environment.ssc environment.ssc #templateLevel HIGH newPatch ############ ### Near ### ############ load bf1942/levels/Mylevel/sounds/@RTD/Mysound.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 1.0 priority 10 #templateLevel MEDIUM newPatch ############ ### Near ### ############ load bf1942/levels/Mylevel/sounds/@RTD/Mysound.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 1.0 priority 10 #templateLevel LOW newPatch ############ ### Near ### ############ load bf1942/levels/Mylevel/sounds/@RTD/Mysound.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 1.0 priority 10 Very good. Now we will create three folders in the same "sound" folder. These are "11khz", "22khz", and "44khz". In every one of the folders, you will place the background sound you wish to use for your map. In Goldwave, convert your sounds to the appropriate values. Choose file>batch conversion. Select the sound file you wish to use. It's best to use the 44khz file as the base file. Click "add file", and choose the sound file. Now choose the destination source. This would be: "bf1942/levels/Mylevel/sounds/22khz" (assuming you already copied the file to the 44khz folder, which doesn't need converting in this case). Choose 16bit and 22100 for options and start batching. Do this again for the 11khz folder, and choose the 16bit 11.050 for options. What does it do? Each user has his own sound settings. If he uses 44khz, he won't have to put up with a standard 11khz file. Bf1942 will automatically choose for the 44khz file, with better quality. |
Re: Cretan Village backgroud sounds wow... thanks v much! I'll give that a go once I've got some sounds together. Can I use Windows Sound Recorder to edit the .wavs? I just can't be bothered to d/l and learn a new prog! |
Re: Cretan Village backgroud sounds Mhh I never tried it that way, but it sounds like it requires to much work for my taste. |
Re: Cretan Village backgroud sounds Does that mean there's an easier way? |
Re: Cretan Village backgroud sounds In my opinion it is easier to not use a geometries.con and a objects.con for every sound. I don't know what for those files are needed. Instead you can create a mysound.con and a mysound.ssc in the sounds folder for every sound you want to use. You need to do the part with the environment sound out of Kinrudolphs tutorial first.Then you place the following files in the folder you created there. The mysound.con should look like this: ObjectTemplate.create SimpleObject mysound ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.loadSoundScript mysound.ssc ObjectTemplate.triggerRadius 100 In the first line you set the actual name of the sound. Thats the object you have to place in your map later. In the third line you tell wich .ssc file belongs to that object. Let's take a look at the mysound.ssc now. #templateLevel HIGH newPatch load @ROOT/Sound/@RTD/Ambience/mysound.wav loop minDistance 10 volume 1 randomStartPitch 0.2 / 0.0 priority -5 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 70 param 150 param 1 param -1 endEffect #templateLevel MEDIUM newPatch load @ROOT/Sound/@RTD/Ambience/mysound.wav loop minDistance 10 volume 1 randomStartPitch 0.2 / 0.0 priority -5 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 5 param 15 param 1 param -1 endEffect Be shure to write the correct path to your soundfile in there. If you use a sound thats already ingame use the path from me, if you use your own sounds use Kingrudolph's path. Another important setting is minDistance. With this setting you can control how far the sound will be heared. Volume is important also, like Kingrudolph said.Now I have to talk about priority a bit because what Kingrudolph said is not right. With the priority setting you determine which sound is more important than another one. In a normal game situation you won't hear a difference between a low priority sound and a high priority sound. But at extreme situations when all of a sudden there are so many different sounds play at the same time that your soundcard can't handle all of them, the ones with the lowest priority will be dropped first. That means you will not hear them at all. You don't have to change the rest of the settings. You could because you are able to some nice things with different settings but that was to much to explain here. Ok now you have your sounds folder, a environment.con, a environment.ssc, a mysound.con and a mysound.ssc. Now you have to open your environment.con again and add one line. EnvironmentSound.load Environment.ssc run mysound This line will load your sound. Do this for every sound you put in your map. Now make shure that you added the following line to your init.con. run/sounds/environment If you did that you can now place the sounds in your map. I use editor42 and place a object(no matter which one) at the spot where the sound should play. Then I rename the object to mysound(you have to choose the name that you used in the mysound.con). Then just save your map, pack it and listen to your sounds ingame. I'm not shure if you're able to rename objects in bc. If not and you use that program you have to change the objcts name with a text editor in your maps staticobjects.con. |
Re: Cretan Village backgroud sounds It's ok, I use Ed42 too. Thanks for the tutorials guys. Could you just make one thing clear for me: what folders/files I'm creating (names) and where they go. I'm guessing that the @ROOT you are referring to above is (in my case) C:\Program Files\EA Games\Battlefield 1942\ or do I just put @ROOT and the game knows what you mean? |
Re: Cretan Village backgroud sounds Just put @root there if you use a sound that is located in the games sound.rfa. All you have to change is the name of the sound and maybe the folder it is in. When you open the sound.rfa you will see that there are a lot of sounds and and also some folders. If you use a sound that is not located in one of the folders it should look like thit: load @ROOT/Sound/@RTD/mysound.wav If you use one that is located in one of the folders it has to look like this: load @ROOT/Sound/@RTD/foldername/mysound.wav |
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