Warning: Cannot modify header information - headers already sent by (output started at /home/nma/public_html/content.php:68) in /home/nma/public_html/includes/header.shtml on line 2
No Mutants Allowed - Your Post Nuclear News Center!
rss rss Like this on facebook Twitter this +1 this Steam group
  

Adding Ambient Sound to Your Fallout Tactics Map:  


First of all you will need to be familiar with the editor, if you don't know how to make a zone or import a file, you need to put this down and pick up the editor readme file.

Next, you will need to unzip the ambient sound file. The file that you need is Fallout Tactics/core/sound_0.bos. ALthough the file extension is .bos, it is an ordinary zip file, and you can unpack it with winzip. The .mp3 and .WAV files are the ones we want, they should end up in this folder -- Fallout Tactics/core/sound/Ambient.

Now you will need an mp3 and/or wav player so that you can hear the sounds. Pick out some that you want to include in your map. For this example, I am building a cave style map, and I think it would be nice to include some squeaky bat noises in the background. So I played the ambient sound files in winamp and picked out these three -- AM_Bat01.mp3, AM_Bat02.mp3, and AM_Bat03.mp3. Each file is slightly different recording of bat squeaks, the three of them together will make up the ambient sound set for our underground cave.

Now we are going to make a text file, similar to the AmbientExample.txt.
Then we will use the editor to import our new text file into our level.
Finally, we will use the editor to create a sound zone in our map.
The file AmbientExample.txt can be found in Fallout Tactics/core/editor.
This file is an example of how to use ambient sounds, however the example is a bit hard to understand, so I will add a little more explanation.
First, create a New Text Document, and open it up in Notepad. Create a paragraph that looks like this ...


ambientSoundTable =
{
bats,
}
this paragraph tells the game that we are planning to use a sound set called "bats".

Our second paragraph will look like this...
bats_numOfFiles = {3}
bats_file_0 = {sound/ambient/AM_Bats01.mp3}
bats_file_1 = {sound/ambient/AM_Bats02.mp3}
bats_file_2 = {sound/ambient/AM_Bats03.mp3}
bats_looping = {false}
bats_minTime = {15}
bats_maxTime = {30}
bats_zone = {bunker_sound}
bats_volumeVar = {0.5}
As you can see, each line begins with "bats_" this is the name of our sound set, it is used in a way that is similar to the way that the editor uses tag names. I will clue you in to the meaning of each line.
bats_numOfFiles = {3}
Three shall be the number of files in the set, and the number of files in the set shall be three.
bats_file_0 = {sound/ambient/AM_Bats01.mp3}
bats_file_1 = {sound/ambient/AM_Bats02.mp3}
bats_file_2 = {sound/ambient/AM_Bats03.mp3}
Our sound set has a first file, second file, and third file. These are their names, and the order in which they will play.
bats_looping = {false}
Looping means that a file plays over and over again, like a broken record.
I don't like those, so let's not make our bats loopy.
bats_minTime = {15}
There should be at least 15 seonds between each sound.
bats_maxTime = {30}
There will not be more than 30 seconds between each sound.
bats_zone = {bats_sound}
bats_sound is to be the name of the sound zone that you will create in your map. The bat squeaks will only be heard inside this zone.
Now the text file is done. Start up your level editor and import the text file into your map. Create a sound zone named bats_sound. Your done, wheeeeeeeeeeeeeee!

WalterN
Sun, 27 Jul 2014 18:30:39 GMT
Mad Max: Fury Road Comic-con trailer
Wed, 23 Jul 2014 15:39:43 GMT
Texas-based fan-made Fallout game: "Fallout: Lonestar" currently in the works
Tue, 22 Jul 2014 13:58:40 GMT
After Reset reaches and exceeds kickstarter goal in 10 days with 30 days to go
Sun, 20 Jul 2014 07:47:01 GMT
Fallout series on sale on Steam
Thu, 17 Jul 2014 17:21:23 GMT
No Fallout 4 at GamesCom
Wed, 16 Jul 2014 14:43:33 GMT
Fallout: Distress (A Fallout fan film)
Wed, 16 Jul 2014 14:38:38 GMT
Fallout: Van Buren being reborn under fan development (includes Q&A interview)
Wed, 16 Jul 2014 14:18:58 GMT
Post-apocalyptic RPG "After Reset" rebooted on Kickstarter
Wed, 09 Jul 2014 10:06:45 GMT
Underrail Development Log #52: Blood Sports
Tue, 08 Jul 2014 10:02:14 GMT
Wasteland 2 Update #53: Progress Report
Sat, 05 Jul 2014 10:08:38 GMT
Bethesda to have a presence at GamesCom
-Opening Analysis: Fallout
-AMA Q&A with Brian Fargo and Chris Avellone
-Wasteland 2 Interview with Chris Avellone and Brian Fargo
-Circle Junction
-Wasteland Kickstarter Project Interview with Brian Fargo
-The Origins of Fallout
-Afterfall: InSanity review
-Afterfall: InSanity preview
-Lonesome Road Review
-Old World Blues review
-Fallout2 Hi-Res Patch v4.1.5
-Fallout1 Hi-Res Patch v4.1.5
-Falloup, a Fallout Comic by 'Ten'
-WayDowntown V1.1
-FO1 bos grenades quest
-FO1_pistol_sound_patch
-Fallout FIXT
-Graphics Viewer v1.36
-RobCo Systems Beta 1.0
-S.T.A.L.K.E.R.: Anarchy Cell Design Document
-Koan's Gift: Oblivion Lost Design Document Pack
-S.T.A.L.K.E.R.: Oblivion Lost Design Document
-S.T.A.L.K.E.R.: Oblivion Lost Story Outline
-Uptown v1.4
-Fallout Script Editor 1.5a
-Mission Mojave Fixpack
-Garden Of Eden Creation Kit
-The Weapon Mod Menu
-The Mod Configuration Menu
-Interior Lighting Overhaul