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Sound and weapons firing off ship

This is a discussion on Sound and weapons firing off ship within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; I am trying to make custom sfx for my weapons on my ship. However I made a .wav file and ...

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  #1  
Old November 6th, 2009
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Default Sound and weapons firing off ship

I am trying to make custom sfx for my weapons on my ship. However I made a .wav file and I put it in sfx xml file, but I don't hear it. Is there a special format the .wav file has to be?

Second is this: My weapons keep firing off ship. O.o

Here is some example pictures:
Turbo laser fire comes from far right of the ship...




The Giant Lasers come form the right instead of at the two arms of the ship:




My Other weapons work just fine. They fire from where they are supposed to and everything works.

Thanks for the help!
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Old November 6th, 2009
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Default Re: Sound and weapons firing off ship

First, make sure that you code in the directory with the sound files, like so:

<Samples>Data\Audio\SFX\SFX_BLASTERHIT.wav</Samples>

With regards to your firing issue, I'm thinking that you made a typo with the bones of your hardpoint. Better double check those, just to make sure.
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Old November 6th, 2009
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Default Re: Sound and weapons firing off ship

Code:
<?xml version="1.0"?>
                                                      
<SFXEvents>

       <SFXEvent Name="Unit_Arcturus_Laser">                    <!-- OK -->
                <Use_Preset>Preset_GUNV</Use_Preset>
               <Samples>Data\Audio\SFX\LaserFinal.wav</Samples>
                  <Min_Volume> 120 </Min_Volume>
               <Max_Volume> 140 </Max_Volume>
               <Volume_Saturation_Distance> 3000.0 </Volume_Saturation_Distance>
       </SFXEvent>
       <SFXEvent Name="Unit_Antiker_Drohnen">                               <!-- OK -->
                <Use_Preset>Preset_GUNV</Use_Preset>
               <Samples>Data\Audio\SFX\Aurora_Drohne1.wav</Samples>
                  <Min_Volume> 40 </Min_Volume>
               <Max_Volume> 70 </Max_Volume>
               <Volume_Saturation_Distance> 1000.0 </Volume_Saturation_Distance>
       </SFXEvent>
       <SFXEvent Name="Unit_Arcturus_Doranda">                    <!-- OK -->
                <Use_Preset>Preset_GUNV</Use_Preset>
               <Samples>Data\Audio\SFX\Dorando2final.wav</Samples>
                  <Min_Volume> 120 </Min_Volume>
               <Max_Volume> 140 </Max_Volume>
               <Volume_Saturation_Distance> 1000.0 </Volume_Saturation_Distance>
       </SFXEvent>
</SFXEvents>
Thats the coding in the sound files.

And the middle one works. The others do not.

I am trying the hardpoint thing now. Thanks for the suggestion!

Well that helped me with some of the hardpoints not showing up.

But the ship still fires from anywhere pretty much.

I was thinking with the audio that the game only handles one type of .wav files.

PCM signed 32bit, stereo
Microsoft ADPCM 44,100khz, 4bit, stereo

I was just wondering if there was a specific version of wav that the game needs.
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Last edited by Alpha Omega Protocol; November 6th, 2009 at 11:24 PM.
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Old November 7th, 2009
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Default Re: Sound and weapons firing off ship

Man, it's been such a long time since I've messed with the sound files for FoC...

All of the sounds that I've put ingame seem to be PCM, 16 bit, Mono, 44 kHz
Maybe you could use that as a starting point and see what changes the game could handle.

As for the hardpoint issue, you could send me the ship and the code and I can take a look at it for you.
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Old November 9th, 2009
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Default Re: Sound and weapons firing off ship

I've been messing around with new SFX for my mod and have had the same issue. The issue isn't your WAV compression (any WAV format will do) it's actually the sound FX preset in the XML code. For example: I was trying to edit the sound effect for the Consortium's Krayt Mega-cannon and was using this code:

<SFXEvent Name="Unit_Mac_Fire"> <!-- OK -->
<Use_Preset>Preset_GUNV</Use_Preset>
<Samples>Data\Audio\SFX\Macfire.wav</Samples>
<Min_Volume> 220 </Min_Volume>
<Max_Volume> 340 </Max_Volume>
</SFXEvent>
No sound came up and I eventually learned that the code for MOST expansion SFX has to set with the "Use_Preset" tag of "EXPC" (don't remember if it was exactly expc and I don't have access to my mod files atm...). Anyway, just try tweaking the "Use_Preset" tag and run though all of the possible presets (GUN, GUNS, GUNV, etc).

EDIT: Oh, and yes, Codeuser is correct about the messed up lasers as I experienced that problem as well. Check your bone names!
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Last edited by the_Farseer; November 9th, 2009 at 01:10 AM.
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Old November 9th, 2009
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Default Re: Sound and weapons firing off ship

I got the sound to work, but can the volume go up that high?

I actually heard the lasers firing once I set them to the format codeuser suggested. Its just really low and I wanted to increase the volume. Right now I have it at 90 for min and 110 for max. But if it can go up to 340 that would help. I will have to try that when i get home.

Thanks!

Yeah Codeuser was correct about the hardpoint issues. I had him look at the code and he found out that the turrets had the same muzzles so they caused trouble with each other. Getting that fixed soon.
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Old November 9th, 2009
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Default Re: Sound and weapons firing off ship

I believe that there is actually no limit to the volume a sound can be set to (999 being the highest but you wouldn't want to set it that high...). You should know though that the Preset "GUNV" is meant for ground vehicles and will be much more quiet in space battles because the sound saturation volume is lower on that preset than others (so far as I remember). There's only one way to find out though.
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