Help with Sounds for Clone Wars Hoth

Started by Led, June 22, 2013, 11:20:04 AM

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I made a clone wars hoth battle, but was not able to get the CW gun sounds  in it.  My LUA is below.  Any advice?


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1


--  These variables do not change
    local ATT = 1
    local DEF = 2

    SetAttackingTeam(ATT);

        AddMissionObjective(IMP, "orange", "level.hoth.objectives.1");
    AddMissionObjective(IMP, "red", "level.hoth.objectives.2");
--  AddMissionObjective(IMP, "red", "level.hoth.objectives.3");
    AddMissionObjective(ALL, "orange", "level.hoth.objectives.1");
    AddMissionObjective(ALL, "red", "level.hoth.objectives.3");
    AddMissionObjective(ALL, "red", "level.hoth.objectives.4");

    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 1.0)

    SetMaxFlyHeight(70)
    SetMaxPlayerFlyHeight(70)


--   ReadDataFile("sound\\bes.lvl;bes2cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_fly_assault_dome",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");


   
    ReadDataFile("sound\\hot.lvl;hot1gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_fly_snowspeeder",
        "all_inf_basicsnow",
        "all_inf_lukeskywalkersnow",
        "all_inf_smugglersnow",
        "all_walk_tauntaun")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basicsnow",
        "imp_inf_dark_troopersnow",
        "imp_inf_darthvader",
        "imp_walk_atat",
        "imp_walk_atst_snow",
        "imp_droid_probe")



--  Republic Stats
    SetTeamName(ALL, "Alliance");
    SetTeamIcon(ALL, "rep_icon");
    AddUnitClass(ALL, "rep_inf_clone_trooper",11)
    AddUnitClass(ALL, "rep_inf_arc_trooper",3)
    AddUnitClass(ALL, "rep_inf_clone_pilot",4)
    AddUnitClass(ALL, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(ALL, "rep_inf_jet_trooper",3)
    SetHeroClass(ALL, "rep_inf_macewindu")
    SetAttackingTeam(ATT);

--  CIS Stats
    SetTeamName(IMP, "Empire");
    SetTeamIcon(IMP, "cis_icon");
    AddUnitClass(IMP, "cis_inf_battledroid",11)
    AddUnitClass(IMP, "cis_inf_assault",3)
    AddUnitClass(IMP, "cis_inf_pilotdroid",4)
    AddUnitClass(IMP, "cis_inf_assassindroid",4)
    AddUnitClass(IMP, "cis_inf_droideka",3)
    SetHeroClass(IMP, "cis_inf_countdooku")


--      Alliance Stats
--    SetTeamName(ALL, "Alliance")
--   SetTeamIcon(ALL, "all_icon")
--    AddUnitClass(ALL, "all_inf_soldiersnow",14)
--   AddUnitClass(ALL, "all_inf_vanguardsnow",3)
--    AddUnitClass(ALL, "all_inf_pilot",4)
--    AddUnitClass(ALL, "all_inf_marksmansnow",4)
--    AddUnitClass(ALL, "all_inf_smugglersnow",3)
--    SetHeroClass(ALL, "all_inf_lukeskywalkersnow")

--      Imperial Stats
--    SetTeamName(IMP, "Empire")
--    SetTeamIcon(IMP, "imp_icon")
--    AddUnitClass(IMP, "imp_inf_storm_troopersnow",14)
--    AddUnitClass(IMP, "imp_inf_shock_troopersnow",3)
--    AddUnitClass(IMP, "imp_inf_pilotatat",4)
--    AddUnitClass(IMP, "imp_inf_scout_troopersnow",4)
--    AddUnitClass(IMP, "imp_inf_dark_troopersnow",3)
--    SetHeroClass(IMP, "imp_inf_darthvader")

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -2)
--    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
    AddWalkerType(1, 10) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EntityFlyer", 4)
    SetMemoryPoolSize("MountedTurret", 48)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fallen cables
    SetMemoryPoolSize("EntityLight", 120)

    ReadDataFile("HOT\\hot1.lvl")
    SetSpawnDelay(2.0, 0.25)
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)
    AddDeathRegion("Death");

    AddDeathRegion("DeathGlitchRegion1");
    AddDeathRegion("DeathGlitchRegion2");
    AddDeathRegion("DeathGlitchRegion3");
    AddDeathRegion("DeathGlitchRegion4");
    AddDeathRegion("DeathGlitchRegion5");
    AddDeathRegion("DeathGlitchRegion6");
    AddDeathRegion("DeathGlitchRegion7");
    AddDeathRegion("DeathGlitchRegion8");
    AddDeathRegion("DeathGlitchRegion9");







--  Local Stats
    SetTeamName(3, "Local")
    AddUnitClass(4, "imp_droid_probe", 1);
    SetUnitCount(4, 1)
    SetTeamAsEnemy(3,DEF)
    SetTeamAsFriend(3,ATT)

--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsFriend(ATT, 3)

--  Defender Stats
    SetUnitCount(DEF, 28)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsEnemy(DEF, 3)

--  Sound Stats
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1);
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1);
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_hot_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_hot_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_hot_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_hot_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_hot_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_hot_amb_victory");
    SetDefeatMusic (ALL, "all_hot_amb_defeat");
    SetVictoryMusic(IMP, "imp_hot_amb_victory");
    SetDefeatMusic (IMP, "imp_hot_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);


end


Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Try this:

--  Sound Stats
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");

But I think there needs to be a

    OpenAudioStream("sound\\hot.lvl", "hot1cw");
I assume that doesn't exist, though.
=AaTc= Forever

SALLY....

-Retired Modder

"cw_vo" = CW command voices
"cw_tac_vo" = CW AI command voices
To add gun sounds, you need something more...
Perhaps add CW music? That's may works:

ReadDataFile("sound\\rhn.lvl;rhn1cw");

--start soundconfig
    OpenAudioStream("sound\\rhn.lvl",  "rhncw_music")
    OpenAudioStream("sound\\cw.lvl",  "cw_vo")

    OpenAudioStream("sound\\hot.lvl", "hot1gcw");

    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo")
    OpenAudioStream("sound\\rhn.lvl",  "rhn");
    OpenAudioStream("sound\\rhn.lvl",  "rhn");

  OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");

Since, I am already release Hoth with CW, all those lines from there. But I am also create&edit my own sound folder, so my Hoth, not loosing some Hoth sound effects, like bombarding and monitor beeping.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

when i use this line:
   ReadDataFile("sound\\bes.lvl;bes2cw");

i get the gun sounds but not the at-at sounds and vice-versa

I was not wanting to re-munge sounds (since I dont know how :) )
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Did you look at this tutorial? http://www.swbfgamers.com/index.php?topic=6176.0

I'm not exactly sure if that applies to your problem.

June 22, 2013, 04:15:58 PM #5 Last Edit: June 22, 2013, 04:34:59 PM by Sereja
Well, perhaps, it's time for another tutorial  :slap:. Still, sound is big mistery, for me too :P.
AT-AT, and AT-TE use the same engine (steps) sound, so, Rhen-Var music, is most suitable for this.

Sereja's Sound folder making, mini tutorial:

First, you need to download from somewhere, (sorry, don't remember where am I get this :whip:) bat file, named soundmunge, and replace old one, in this directory: C:\BFBuilder\DataTEMPLATE, and then create your map folder. Seems it will copy this file, in any new project.

Let's call your map ModID: 027 for example.

1. Open and change your sound bat file to this:
[spoiler]@if %1x==x goto noplatform
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
@set PLATFORM=%1
@rem Munge world specific sound data

@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\027 sound\worlds\027 _SOURCE_%PLATFORM%\sound\worlds\027 %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound 027

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
[/spoiler]

2. Open your C:\BFBuilder\Data027\Sound\worlds\027 directory, and find 027cw.req. Open it, and add such lines, for example:
[spoiler]ucft
{
REQN
{
"bnk"
"align=2048"
"027cw"
"027"
  }

REQN
{
"config"
    "027gcw"
"gcw_vo"
"gcw"
    "wampavos"
        "rep_walk_atte"
        "cis_hover_stap"
        "rep_fly_jedifighter"
        "cis_fly_droidfighter"
        "hotgcw_music_config"
        "hotgcw_music"
        "hot1gcw"
        "hot1gcw_foley"
}
}
[/spoiler]

Open your 027gcw.sfx file and add such lines for example:
[spoiler]// Common to Xwing Ywing Jedifighter Naboostarfighter -------------------------------------------------------------
#ifplatform pc
..\..\global\effects\droid_r2_chatter_01.wav -resample pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -resample pc 22050
..\..\global\effects\Ifc_LowShield03.wav     -resample pc 22050
..\..\global\effects\Ifc_LowHealth02.wav     -resample pc 22050
//..\..\global\effects\droid_r2_chatter_03.wav -resample pc 22050
//..\..\global\effects\droid_r2_chatter_04.wav -resample pc 22050
..\..\global\effects\droid_r2_damage.wav     -resample pc 22050
..\..\global\effects\droid_r2_death.wav      -resample pc 22050
#endifplatform pc

// CIS Droidfighter ---------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav      -resample pc 44100
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav      -resample pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav    -resample pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav    -resample pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav     -resample pc 22050
#endifplatform pc

// ---------------------------------------------------------------------------------------------------------------
// Common Weapon Foley
#ifplatform pc
..\..\global\effects\mvt_getup_rifle.wav     -resample pc 22050
..\..\global\effects\mvt_jump_rifle.wav      -resample pc 22050
..\..\global\effects\mvt_land_rifle.wav      -resample pc 22050
..\..\global\effects\mvt_squat_rifle.wav     -resample pc 22050
..\..\global\effects\mvt_roll_rifle.wav      -resample pc 22050
..\..\global\effects\mvt_lie_rifle.wav       -resample pc 22050
..\..\global\effects\mvt_stop_rifle.wav      -resample pc 22050
..\..\global\effects\mvt_getup_pistol.wav    -resample pc 22050
..\..\global\effects\mvt_jump_pistol.wav     -resample pc 22050
..\..\global\effects\mvt_land_pistol.wav     -resample pc 22050
..\..\global\effects\mvt_squat_pistol.wav    -resample pc 22050
..\..\global\effects\mvt_roll_pistol.wav     -resample pc 22050
..\..\global\effects\mvt_lie_pistol.wav      -resample pc 22050
..\..\global\effects\mvt_stop_pistol.wav     -resample pc 22050
#endifplatform pc

// ---------------------------------------------------------------------------------------------------------------------
// ----- Alliance Unit Weapons ------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_all_blaster_fire.wav      -resample pc 44100
..\..\gcw\effects\wpn_all_pistol_fire.wav       -resample pc 44100

..\..\gcw\effects\wpn_all_sniperrifle_fire.wav  -resample pc 44100
#endifplatform pc

// -------------------------------------------------------------------------------------------------------------

// ----- Imperial Unit Weapons ------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_imp_pistol_fire.wav       -resample pc 44100
..\..\gcw\effects\wpn_imp_sniperrifle_fire.wav  -resample pc 44100
#endifplatform pc

// ----- GCW Equip --------------------------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_rebel_lgEquip.wav       -resample pc 22050
..\..\gcw\effects\wpn_rebel_medEquip.wav      -resample pc 22050
..\..\gcw\effects\wpn_rebel_smlEquip.wav      -resample pc 22050
..\..\gcw\effects\wpn_empire_lgEquip.wav      -resample pc 22050
..\..\gcw\effects\wpn_empire_medEquip.wav     -resample pc 22050
..\..\gcw\effects\wpn_empire_smlEquip.wav     -resample pc 22050
#endifplatform pc

// ----- GCW Reload --------------------------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_rebel_medReload.wav    -resample pc 22050
..\..\gcw\effects\wpn_rebel_lgReload.wav     -resample pc 22050
..\..\gcw\effects\wpn_empire_medReload.wav   -resample pc 22050
..\..\gcw\effects\wpn_empire_lgReload.wav    -resample pc 22050
#endifplatform pc

// -------------------------------------------------------------------------------------------------------------------

// Unit Pain Chatter VO -----------------------------------------------------------------------------------------

// ----- Alliance -----
..\..\gcw\effects\AICOM401.wav -resample pc 22050
..\..\gcw\effects\AICOM402.wav -resample pc 22050
..\..\gcw\effects\AICOM403.wav -resample pc 22050
..\..\gcw\effects\AICOM404.wav -resample pc 22050
..\..\gcw\effects\AICOM405.wav -resample pc 22050
..\..\gcw\effects\AICOM406.wav -resample pc 22050

// ----- Imperial -----
..\..\gcw\effects\IICOM416.wav -resample pc 22050
..\..\gcw\effects\IICOM417.wav -resample pc 22050
..\..\gcw\effects\IICOM418.wav -resample pc 22050
..\..\gcw\effects\IICOM419.wav -resample pc 22050
..\..\gcw\effects\IICOM420.wav -resample pc 22050
..\..\gcw\effects\IICOM421.wav -resample pc 22050

// ---------------------------------------------------------------------------------------------------------------

// Combatspeeder -----------------------------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav  -resample pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav   -resample pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav    -resample pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav   -resample pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav   -resample pc 22050
#endifplatform pc
// --------------------------------------------------------------------------------------------------------------

// ---------------------------------------------------------------------------------------------------------------


/////// Common to Map ----------------------------------------------------------------------------------------------------
#ifplatform pc
..\..\gcw\effects\wpn_bowcaster_chargeup.wav    -resample pc 44100
#endifplatform pc

//-------------------------------------------------------------------------------------------------------------------
// AT Walker --------------------------------------------------------------------------------------------------------------
// ----- AT Walker Engine ATAT ATST ATTE ------
#ifplatform pc
..\..\global\effects\eng_walker_hi_lp.wav            -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav           -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav           -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01  -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02  -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03  -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04  -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05  -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06  -resample pc 22050
#endifplatform pc

// ----- AT Walker footsteps ATTE ATAT ATST -----
#ifplatform pc
..\..\global\effects\fs_walker_layerA01.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav     -resample pc 22050

..\..\global\effects\fs_walker_layerB01.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav     -resample pc 22050

..\..\global\effects\fs_walker_layerC01.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav     -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav     -resample pc 22050

..\..\global\effects\fs_walker_low01.wav        -resample pc 22050
..\..\global\effects\fs_walker_low02.wav        -resample pc 22050
..\..\global\effects\fs_walker_low03.wav        -resample pc 22050
#endifplatform pc
// ---------------------------------------------------------------------------------------------------------


//Orbital Bombardment -----------------------------------------------------------------------------------------------------
#ifplatform pc
effects\emt_orbitalBombardment_02.wav rumble1 -resample pc 22050
effects\emt_orbitalBombardment_01.wav rumble2 -resample pc 22050
#endifplatform pc

// Ambient Emitters ---------------------------------------------------------------------------------------------
#ifplatform pc
..\YAV\effects\emt_telemetry_temple_lp01.wav            -resample pc 22050
..\YAV\effects\emt_telemetry_temple_lp02.wav            -resample pc 22050
#endifplatform pc
// --------------------------------------------------------------------------------------------------------------

// STAP ----------------------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_stap_blaster_fire.wav   -resample pc 44100
..\..\cw\effects\eng_stap_hi_lp.wav          -resample pc 22050
..\..\cw\effects\eng_stap_low_lp.wav         -resample pc 22050
..\..\cw\effects\eng_stap_mid_lp.wav         -resample pc 22050
#endifplatform pc

// ---------------------------------------------------------------------------------------------------------------
// ----- Wookiee Chatter ---------------------------------------------------------------------------
#ifplatform pc
..\..\global\effects\crtr_wookiee_chatter_01.wav     -resample pc 22050
..\..\global\effects\crtr_wookiee_chatter_02.wav     -resample pc 22050
..\..\global\effects\crtr_wookiee_chatter_03.wav     -resample pc 22050
..\..\global\effects\crtr_wookiee_chatter_05.wav     -resample pc 22050
..\..\global\effects\crtr_wookiee_chatter_06.wav     -resample pc 22050
..\..\global\effects\crtr_wookiee_death.wav          -resample pc 22050
..\..\global\effects\crtr_wookiee_hurt.wav           -resample pc 22050
#endifplatform pc

// Jedifighter --------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_jediStrftr_blaster_fire.wav    -resample pc 44100
..\..\cw\effects\wpn_jediStrftr_missile_fire.wav    -resample pc 44100
..\..\cw\effects\eng_jediStarfighter_low_lp.wav     -resample pc 22050
..\..\cw\effects\eng_jediStarfighter_mid_lp.wav     -resample pc 22050
..\..\cw\effects\eng_jediStarfighter_hi_lp.wav      -resample pc 22050
#endifplatform pc
[/spoiler]

4. Open your AU file, named 027cw (seems I just copy it from sound assets), and edit it with text editor:

[spoiler]//--------------------- AMBIENCES ------------------------

SoundStreamProperties()
{
    Name("hot_amb_wind");
    Group("ambientenv");
    Inherit("ambientfx_template");
    Stream("hot1gcw");
    Gain(0.65);
    Priority(0.3);
    SegmentList()
    {
        Segment("hot_amb_wind", 1.0);
    }
}

SoundStreamProperties()
{
    Name("hot_amb_hangar");
    Group("ambientenv");
    Inherit("ambientfx_template");
    Gain(0.6);
    Stream("hot1gcw");
    Priority(0.7);
    SegmentList()
    {
        Segment("hot_amb_hangar", 1.0);
    }
}

SoundStreamProperties()
{
    Name("hot_amb_tunnel");
    Group("ambientenv");
    Inherit("ambientfx_template");
    Stream("hot1gcw");
    Gain(0.65);
    Priority(0.7);
    SegmentList()
    {
        Segment("hot_amb_icecave", 1.0);
    }
}

// ----- Ambient Emitters ----------

SoundProperties()
{
    Name("com_amb_steam"); // steam jet loop
    Group("Props");
    Inherit("props_template");
    Looping(1);
    RandomPlayPos(1);
    RollOff(10.0);
    MaxDistance(50);
    MuteDistance(50);
    Gain(0.2);
    SampleList()
    {
        Sample("emt_steam_lp", 1.0);
    }
}

SoundProperties()
{
    Name("com_amb_steam_slow"); // steam jet loop low pitch
    Group("Props");
    Inherit("props_template");
    Looping(1);
    RandomPlayPos(1);
    Pitch(0.5);
    RollOff(10.0);
    MaxDistance(50);
    MuteDistance(50);
    SampleList()
    {
        Sample("emt_steam_lp", 1.0);
    }
}

//--------------------- SPACES ---------------------------
I3DL2ReverbPreset()
{
    Name("hanger");
    RoomGain(1.0);
    RoomHFGain(1.0);
    RoomRollOff(1.0);
    DecayTime(3.5);
    DecayHFRatio(0.1);
    ERGain(0.4);
    ERDelay(0.08);
    ReverbGain(1.0);
    ReverbDelay(0.06);
    Diffusion(100.0);
    Density(100.0);
    HFReference(5000.0);
}

I3DL2ReverbPreset()
{
    Name("tunnels");
    RoomGain(1.0);
    RoomHFGain(0.7);
    RoomRollOff(1.0);
    DecayTime(1.9);
    DecayHFRatio(0.6);
    ERGain(0.3);
    ERDelay(0.02);
    ReverbGain(1.0);
    ReverbDelay(0.04);
    Diffusion(100.0);
    Density(100.0);
    HFReference(5000.0);
}

I3DL2ReverbPreset()
{
    Name("bunker");
    RoomGain(0.8);
    RoomHFGain(0.7);
    RoomRollOff(1.0);
    DecayTime(1.4);
    DecayHFRatio(0.4);
    ERGain(0.4);
    ERDelay(0.02);
    ReverbGain(1.0);
    ReverbDelay(0.04);
    Diffusion(100.0);
    Density(100.0);
    HFReference(5000.0);
}


Space()
{
    Name("hanger");
    I3DL2ReverbPreset("hanger");
    DirectGain(0.8);
    DirectHFGain(0.8);
    RoomGain(1.0);
    RoomHFGain(1.0);
    RoomRollOffFactor(1.0);
    ObstructionHFGain(0.2);
    ObstructionLFRatio(1.0);
    OcclusionHFGain(0.2);
    OcclusionLFRatio(1.0);
}

Space()
{
    Name("maintunnels");
    I3DL2ReverbPreset("tunnels");
    DirectGain(1.0);
    DirectHFGain(1.0);
    RoomGain(0.6);
    RoomHFGain(0.6);
    RoomRollOffFactor(1.0);
    ObstructionHFGain(0.1);
    ObstructionLFRatio(1.0);
    OcclusionHFGain(0.1);
    OcclusionLFRatio(1.0);
}

Space()
{
    Name("othertunnels");
    I3DL2ReverbPreset("tunnels");
    DirectGain(1.0);
    DirectHFGain(1.0);
    RoomGain(0.6);
    RoomHFGain(0.6);
    RoomRollOffFactor(1.0);
    ObstructionHFGain(0.05);
    ObstructionLFRatio(1.0);
    OcclusionHFGain(0.05);
    OcclusionLFRatio(1.0);
}

Space()
{
    Name("bunker");
    I3DL2ReverbPreset("bunker");
    DirectGain(1.0);
    DirectHFGain(1.0);
    RoomGain(1.0);
    RoomHFGain(1.0);
    RoomRollOffFactor(1.0);
    ObstructionHFGain(0.5);
    ObstructionLFRatio(1.0);
    OcclusionHFGain(0.5);
    OcclusionLFRatio(1.0);
}

//----------------------SOUND FX---------------------------

SoundProperties()
{
    Name("tauntaunstepleft");
    Pitch(0.8);
    PitchDev(0.1);
    Gain(1.0);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(0);
    Pan(0.0);
    MinDistance(30.0);
    MuteDistance(350.0);
    MaxDistance(350.0);
    RollOff(1.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.7);
    SampleList()
    {
        Sample("mvt_tauntaun_run_snow_L01", 0.5);
        Sample("mvt_tauntaun_run_snow_L02", 0.5);
    }
}

SoundProperties()
{
    Name("tauntaunstepright");
    Pitch(0.8);
    PitchDev(0.1);
    Gain(1.0);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(0);
    Pan(0.0);
    MinDistance(30.0);
    MuteDistance(350.0);
    MaxDistance(350.0);
    RollOff(1.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.7);
    SampleList()
    {
        Sample("mvt_tauntaun_run_snow_R01", 0.5);
        Sample("mvt_tauntaun_run_snow_R02", 0.5);
    }
}

SoundProperties()
{
    Name("tauntaunhurt");
    Inherit("pain_chatter_template");
    PitchDev(0.15);
    SampleList()
    {
        Sample("crtr_taun-taun_grunt_04", 0.5);
        Sample("crtr_taun-taun_hurt", 0.5);
    }
}

SoundProperties()
{
    Name("tauntaunstart");
    Inherit("pain_chatter_template");
    SampleList()
    {
        Sample("crtr_taun-taun_grunt_01", 0.33);
        Sample("crtr_taun-taun_grunt_02", 0.33);
        Sample("crtr_taun-taun_grunt_03", 0.33);
    }
}

SoundProperties()
{
    Name("tauntaunstop");
    Inherit("pain_chatter_template");
    SampleList()
    {
        Sample("crtr_taun-taun_grunt_01", 0.33);
        Sample("crtr_taun-taun_grunt_02", 0.33);
        Sample("crtr_taun-taun_grunt_03", 0.33);
    }
}



SoundProperties()
{
    Name("tauntaundie");
    Inherit("pain_chatter_template");
    PitchDev(0.15);
    SampleList()
    {
        Sample("crtr_taun-taun_death", 0.33);
        Sample("crtr_taun-taun_grunt_04", 0.33);
        Sample("crtr_taun-taun_hurt", 0.33);
    }
}

SoundProperties()
{
    Name("hoth_rumble")
    Pitch(1.0);
    PitchDev(0.0);
    Gain(0.7);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(0);
    Pan(0.0);
    MinDistance(5.0);
    MuteDistance(50.0);
    MaxDistance(50.0);
    RollOff(0.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.8);
    SampleList()
    {
        Sample("rumble1", 0.5);
        Sample("rumble2", 0.5);
    }
}

SoundProperties()
{
    Name("hoth_shield_amb")
    Pitch(0.7);
    PitchDev(0.0);
    Gain(1.0);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("ambience");
    Looping(1);
    Pan(0.0);
    MinDistance(75.0);
    MuteDistance(120.0);
    MaxDistance(120.0);
    RollOff(0.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.5);
    SampleList()
    {
        Sample("com_blg_commandpost2", 1.0);
    }
}


// Hoth VO Start -------------------------------------------------------

SoundStreamProperties()
{
    Name("all_vo_transport1away");
    Pitch(1.0);
    PitchDev(0.0);
    Gain(0.6);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("voiceover");
    Looping(0);
    Pan(0.0);
    Mode3D(0);
    Stream("gcw_vo");
    Priority(0.7);
    SegmentList()
    {
      Segment("AOHOT041", 1.0, 60.0, 0); // transport one is away
    }
}

SoundStreamProperties()
{
    Name("all_vo_transport2away");
    Pitch(1.0);
    PitchDev(0.0);
    Gain(0.6);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("voiceover");
    Looping(0);
    Pan(0.0);
    Mode3D(0);
    Stream("gcw_vo");
    Priority(0.7);
    SegmentList()
    {
      Segment("AOHOT042", 1.0, 60.0, 0); // transport two is away
    }
}

SoundStreamProperties()
{
    Name("all_vo_transport3away");
    Pitch(1.0);
    PitchDev(0.0);
    Gain(0.6);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("voiceover");
    Looping(0);
    Pan(0.0);
    Mode3D(0);
    Stream("gcw_vo");
    Priority(0.7);
    SegmentList()
    {
      Segment("AOHOT043", 1.0, 60.0, 0); // transport three is away
    }
}

SoundStreamProperties()
{
    Name("all_alldefend_shieldgenerator");
    Group("kill_vo");
    Inherit("vo_template");
    Stream("gcw_vo");
        PlayInterval(90);
    SegmentList()
    {
        Segment("AOHOT208", 1.0);
    }
}

SoundStreamProperties()
{
    Name("all_alllost_shieldgenerator");
    Group("kill_vo");
    Inherit("vo_template");
    Stream("gcw_vo");
        PlayInterval(90);
    SegmentList()
    {
        Segment("AOHOT210", 1.0);
        Segment("AOHOT211", 1.0);
        Segment("AOHOT212", 1.0);
    }
}

SoundStreamProperties()
{
    Name("imp_impdestroyed_shieldgenerator");
    Group("kill_vo");
    Inherit("vo_template");
    Stream("gcw_vo");
        PlayInterval(90);
    SegmentList()
    {
        Segment("IOHOT033", 1.0);
        Segment("IOHOT034", 1.0);
    }
}

SoundStreamProperties()
{
    Name("imp_impdestroy_shieldgenerator");
    Group("kill_vo");
    Inherit("vo_template");
    Stream("gcw_vo");
        PlayInterval(90);
    SegmentList()
    {
        Segment("IOHOT205", 1.0);
        Segment("IOHOT206", 1.0);
    }
}

//Hoth VO End ----------------------------------------------------------
[/spoiler]

5. Open your Mission.LUA, and add this lines in order:
[spoiler]ReadDataFile("sound\\rhn.lvl;rhn1cw");
ReadDataFile("dc:sound\\027.lvl;027cw");[/spoiler]


[spoiler]--start soundconfig
    OpenAudioStream("sound\\rhn.lvl",  "rhncw_music")
    OpenAudioStream("sound\\cw.lvl",  "cw_vo")

    OpenAudioStream("sound\\hot.lvl", "hot1gcw");

    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo")
    OpenAudioStream("sound\\rhn.lvl",  "rhn");
    OpenAudioStream("sound\\rhn.lvl",  "rhn");

   OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
[/spoiler]

Now, it should work's.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

seems like alot of replies pointing out what to add. i can get sound working on any map let me know if you still need help