SFX naming conventions?

Sduibek

Creator of Fallout Fixt
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Is there a list anywhere of how these work? We know there's a rhyme and reason to the FRM naming scheme, but I have never seen such an explanation list for ACM.

For example:
WAE1XXX1.ACM
WAB1XXX2.ACM

W = weapon
AE = ???
AB = ???
1 = ???
XXX = default fall back if system cannot find specifically-named sound file (such as file for specific item or specific graphics set)
1 = first variation of sound
2 = second variation of sound

Thank you.
 
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For weapon I know:
W - weapon,
A - sound type (A attack, H hit, R reload, etc.)
E/B - weapon sound char (A - 10mm pistol, F - plasma pistol, etc; for each weapon sound char there are full set of sound types: shoot, reload, etc., this sound char (1 byte) is set in weapon PRO file)
1 - 1 for most, but for single/burst attack: 1 stands for single and 2 for burst
XXX1/XXX2 just different randomized variations of the same sound (not sure if the sound actually randomized by engine, or if it always uses XXX1 )

For critters I would like to know myself. For my traps system I need to simulate critter "fall back blood" death sounds.
 
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For critters I would like to know myself. For my traps system I need to simulate critter "fall back blood" death sounds.

For these, naming is exactly the same as FRMs.

So: HMLTHRBA.ACM -- with most humanoids you'll end up using generics I imagine to save hard drive space for the original game, so Knocked Down is HMXXXXBA.ACM
 
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Could you restate the question? I'm not sure what you want to know. If playing sounds from scripts, one can name them anything one likes. Also, did you check this article?
 
Could you restate the question? I'm not sure what you want to know. If playing sounds from scripts, one can name them anything one likes. Also, did you check this article?

My original question was how to figure out when and where a sound file is used by the game, based on its filename. Because most of the important filenames are just a crazy mess, specifically the weapon ones.

Thank you for the link :D
 
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