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
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.
"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.
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 :) )
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.
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.
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