SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on October 14, 2017, 05:20:11 AM

Title: New audio streams, and 'unique' unit music
Post by: Giftheck on October 14, 2017, 05:20:11 AM
Is there a way to use entirely new audio streams? So far, I've not had much success with it.

Also, can we use the existing ODF commands to play music unique to each unit?
Title: Re: New audio streams, and 'unique' unit music
Post by: 1ИCΘ6И17Θ on October 14, 2017, 06:07:36 AM
I asked Ginev about that some month ago after I started workin on a voicepack for the Marines in ferocious, but according to what he said, it still ain't possible, the only hope being SK's Unmunge tool to support sound files.
Title: Re: New audio streams, and 'unique' unit music
Post by: Giftheck on October 14, 2017, 06:49:26 AM
Aw, that's a bummer. Maybe I can hit up psych0fred and he cmight be able to tell me how to get it working.
Title: Re: New audio streams, and 'unique' unit music
Post by: 1ИCΘ6И17Θ on October 14, 2017, 07:07:11 AM
If you're lucky, but anyway, if you manage to figure out how it works to the point we can finally mod the unit's voices hit me up, I got tons of my raspy voiceclips just waiting to be implemented in mods.  :whistle:
Title: Re: New audio streams, and 'unique' unit music
Post by: Giftheck on October 21, 2017, 01:25:18 PM
I've just realised: I did get a custom audio stream to work, when munging a new shell.lvl containing all-new music (adding in Revenge of the Sith and Rogue One music) for the main menu screens, but I'm not 100% sure how I did it now or why it's not working for the other lvl files.

As for per-unit streams it seems that is definitely going to be a no-go given what I've read.
Title: Re: New audio streams, and 'unique' unit music
Post by: Giftheck on December 29, 2017, 06:05:58 AM
I think I may have just figured out custom stream munging.
Title: Re: New audio streams, and 'unique' unit music
Post by: Ginev on December 29, 2017, 09:50:10 AM
Putting custom voices on your units to say stuff like "Cover me" or "Watch out Grenade!!!" is possible.I did it once but i really do not remember how i did it.Lucky enough i released here my Tutorial about how to put ambient and weapon sounds in your map.
Title: Re: New audio streams, and 'unique' unit music
Post by: 1ИCΘ6И17Θ on December 30, 2017, 01:20:50 AM
Well, I did, if u check out Ferocious Battlefront I managed to add 100 new sounds and new unit voices. All of them have been replaced, even pain sounds...
Title: Re: New audio streams, and 'unique' unit music
Post by: Giftheck on December 31, 2017, 02:24:38 PM
I've got new audio streams working in Sleepkiller's Coruscant: Jedi Temple conversion! I had to download his source files and add in the Sound Regions and Sound Spaces, and at the moment the BG audio is too loud and cuts out way too easily, but it's working! As is the new music!

I just need to figure out the SFX issue (SFX drops out at certain distances - this happened prior to me even attempting to add in streams)
Title: Re: New audio streams, and 'unique' unit music
Post by: Ginev on January 01, 2018, 07:11:03 AM
If you want to regulate how far a certain sound to be heared you can put your sounds in "sound layers".
Title: Re: New audio streams, and 'unique' unit music
Post by: Giftheck on January 01, 2018, 07:13:32 AM
Quote from: Ginev on January 01, 2018, 07:11:03 AM
If you want to regulate how far a certain sound to be heared you can put your sounds in "sound layers".

I think you misunderstand: I'm talking about the SFX (trooper firing sounds etc) not the ambient streams here: if you play Sleepkiller's Jedi Temple conversion you can't hear any sound effects outside a particular area (IE you can't hear the sound effects of the turrets firing or the AI shooting each other in the Main Hal from the bottom of the stairs to the Council Chamber CP).
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