SFX Prob

Finesse

Look, Ma! Two Heads!
I changed the sfx noises of some guns and some of them worked except for the bursts... and the thing is that it would still play the old sfx noise even though it doesnt even exist!

Does the new sfx sounds have to be smaller or equal in lengh/size to run? If not I do not know what I am doing wrong and I used the regsnd1.4 to change the soundlist

Any1 else have this problem or know how to fix it???
 
The basic thing that's important here is understanding that the weapon sound file names are by attack mode (1 or 2).

Pistol has single fire as mode 1 (no mode 2)
Minigun has burst burst as mode 1 (no mode 2)
SMG has single fire as mode 1 and burst sound as mode 2

So if you change an SMG to use a minigun sound code, the burst sound won't work because there is no mode 2 sound.

The naming of sfx for weapons works like this:

WA#1xxx1 - weapon attack mode 1
WA#2xxx1 - weapon attack mode 2
WH#1xxx1 - weapon hit mode 1
WH#2xxx1 - weapon hit mode 2
WO#1xxx1 - out of ammo sound
WR#1xxx1 - reload sound

If I wanted to make the minigun burst sound work with a two mode weapon, I could copy and rename from WL1xxx1 to WL2xxx1.
 
O gee... *feels all stupid* I mis-named the burst file wah2xxx1 and wah2xxx2... I had wah2xx1 and wah2xx2 in there

But they work great now... I actually learned how to do this from your fallout mod faq :) Great stuff dude_obj and thx for the help

Next time Ill be sure to try everything before I hit th forums and ask for help...
 
Got another problem... I cant get a wav to convert into a acm...
With infinity sound converter it gives me the error 'Error while processing Wav2Acm: Could not initialize'

Then I tried used abel's snd2acm program and got this error 'Unsupported wav format: Cannot open input file'

I have the file as a mono, 16bit, 22.05Khz wav format... but it still doesnt work! I have made lots of sfx sounds and this is the first time I have had a problem like this and I have no idea what to do... I tried putting it to 8bit, didnt work. Then stereo.... still didnt work.

Any Ideas?
 
Not sure what the problem is with snd2acm, as we used that a lot for making weapon sounds from wav files. Initially it seemed to cause wierd clicking sounds in the acm, but corpse switched from using wav to using snd format saved from goldwave. That seemed to fix the clicking problem. He's been trying out the infinity sound converter and is having some problems. Anything to add corpse?
 
No, I was about to post the same thing but got disconnected and you beat me to it.

Weird, I just started using ISC and have managed to convert wav files using 16-bit 22K stereo samples; the only problems I have is after opening 3-4 files it freezes up and it can't batch convert. Have you got the VB6 runtime files installed in your system?

Snd2acm was giving me a few problems with wav format, sounds kept getting a clicking noise at the end. I got around this problem by converting the sounds from wav to snd in Goldwave, then from snd to acm with snd2acm.
 
You can get Goldwave from here.

If you would like some real gun sounds I have an extensive library, just send me a PM if you want any.

And just in case, are you aware that you have to speed up gun sounds x2 before you convert them to acm?
 
Awesome! I got it to work... i used goldwav but I also dload that audio audition because adobe makes good stuff

Thx guys! :)
 
Lich said:
What for is "sound ID" option in items proto?

Some proto values are not used, and the Sound ID on the left side of the screen for item protos is one of them. It probably was supposed to be the sound played when you use an item, but this can be done in the item script, in use_p_proc, play_sfx(sound). For weapons there is another Sound ID code on the right side of the screen, this one is used for the weapon sounds. The code specified is the 3rd character in the sound sfx file name, and the code determine various weapon sounds (attack, hit, reload, out of ammo). Another unused field is item material (glass, metal, plastic, etc), these have no function in the game engine.
 
Alright, I added my sounds in game and they all work but all the other combat sounds arent working... ex: you hear your gun but you dont hear the guy grunt or make that noise that there in pain... and when I burst and kill the guy, his scream is very quite. But the thing is I adjusted all my sounds so there at the same amplification level of the original F2 sounds.

Any ideas?
 
Well you need to add the WH (hit), WR (reload), and WO (empty) sounds. You can copy them from a similar weapon and just change the 3rd letter to your sound code.
 
You did run regsnd right? I have found that regsnd works best if you delete the sndlist.lst each time and copy in the originl FO2 one before running it. So I have a batch file I called updatesnd.bat that has this in it:

erase sndlist.lst
copy sndlist.fo2 sndlist.lst
regsnd.exe
pause

Put the batch file in \sound\sfx and also copy the original FO2 sndlist.lst to soundlst.fo2 before running the batch file.

Not sure if this will help but its worth trying.
 
Didnt work, but i played around some more and I think it is my amplification. Do you know of any way to get the exact same loudness of the original f2 sounds rather than going by hearing? I would play f2 sounds and try to match the amplification of my new sounds by hearing but I dont think thats the best way to do it...


Edit - Never mind I found a good program... :)
 
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