Engine sounds and weapon sounds

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Re: Engine sounds and weapon sounds

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JeremyaFr
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Post by JeremyaFr » Tue Jul 03, 2018 8:30 am

FlyByTI.wav 115 4000
115 represents the volume.
4000 represents the distance. It's an hex value in lowercase (0-9, a-f).

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Post by JeremyaFr » Sat Nov 30, 2019 3:55 pm

UPDATE

Hello,
I've updated the engine sound hook.

I've added a setting to set which wash sound is played (either EngineWash.wav or EngineWashSD.wav) on a per-craft basis.

To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".

Add a line with "EngineSoundWash = value". The value is between 1 and 2:
- 1 means EngineWash
- 2 means EngineWashSD

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Post by Bman » Sat Nov 30, 2019 5:53 pm

Great thanks!
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Post by evilmark » Wed May 06, 2020 12:53 am

I have a question about weapon sounds, if I want to use a brand new .wav file do I need to replace one of the existing weapon sounds and reference that, or can I add it as a new wav file and put something like "WeaponSoundBehavior = MyNewSoundEffect" in [model]Sound.txt?

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Post by evilmark » Wed May 06, 2020 4:08 am

After spending a few hours experimenting it looks like the answer to my question is that I need to replace a pre-existing laser sound. Something else I noticed though is that ships setup to use rebel weapons can't use imperial sounds, and vice-versa (they just use the default sound instead), is that normal? It seems both imperial and rebel ships can use the falcon sounds just fine though.

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Post by Ace Antilles » Thu May 07, 2020 8:20 pm

evilmark wrote:
Wed May 06, 2020 12:53 am
I have a question about weapon sounds, if I want to use a brand new .wav file do I need to replace one of the existing weapon sounds and reference that, or can I add it as a new wav file and put something like "WeaponSoundBehavior = MyNewSoundEffect" in [model]Sound.txt?

After spending a few hours experimenting it looks like the answer to my question is that I need to replace a pre-existing laser sound. Something else I noticed though is that ships setup to use rebel weapons can't use imperial sounds, and vice-versa (they just use the default sound instead), is that normal? It seems both imperial and rebel ships can use the falcon sounds just fine though.
JeremyaFr wrote:
Sat Nov 30, 2019 3:55 pm
UPDATE

Hello,
I've updated the engine sound hook.
I've added a setting to set which wash sound is played (either EngineWash.wav or EngineWashSD.wav) on a per-craft basis.
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
Add a line with "EngineSoundWash = value". The value is between 1 and 2:
- 1 means EngineWash
- 2 means EngineWashSD
Is that right what evilmark asks JeremyaFr? You can add a custom Flyby sound but you can't add a new custom laser sound?
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Post by JeremyaFr » Fri May 08, 2020 12:21 pm

Hello,
The sound slots are limited. So you can't add new sounds (wav files) on a per-ship basis.
You have 2 options:
- either replacing existing wav files with new wav files
- either use the hook to redirect existing wav files to new ones on a per-mission basis

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Post by evilmark » Fri May 08, 2020 1:18 pm

JeremyaFr wrote:
Fri May 08, 2020 12:21 pm
Hello,
The sound slots are limited. So you can't add new sounds (wav files) on a per-ship basis.
You have 2 options:
- either replacing existing wav files with new wav files
- either use the hook to redirect existing wav files to new ones on a per-mission basis
I figured it was something like that. Is there a reason ships with rebel weapons can't seem to use Empire and EmpireTurbo sounds and ships with imperial weapons can't seem to use Rebel and RebelTurbo sounds? For example, if I set an X-Wing to WeaponSoundBehavior = EmpireTurbo it doesn't work and uses the default rebel sounds instead.

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Post by Vince T » Mon May 11, 2020 4:20 pm

Hey Jeremy,
I've spotted a problem (or at least I consider it one).
Was it intended that if a ship like the TIE Defender uses the setting
WeaponSoundBehavior = TieFighter
The Ion cannons also sound like normal TIE Lasers? It is stated accordingly in the description of this setting but I do question the reason behind it? Why would you want Ion cannons to sound like TIE lasers?
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Post by Ace Antilles » Mon May 11, 2020 4:36 pm

General_Trageton wrote:
Mon May 11, 2020 4:20 pm
Why would you want Ion cannons to sound like TIE lasers?
little.png
Flew the Defender and I would rather it was normal for sure.
Where did the idea of purple ion cannons come from for Imperials? Kinda cool, just wondered if it was an official universe thing
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Post by JeremyaFr » Mon May 11, 2020 5:01 pm

General_Trageton wrote:
Mon May 11, 2020 4:20 pm
WeaponSoundBehavior = TieFighter
The Ion cannons also sound like normal TIE Lasers? It is stated accordingly in the description of this setting but I do question the reason behind it? Why would you want Ion cannons to sound like TIE lasers?
When setting WeaponSoundBehavior to TieFighter, all laser and ion have the same sound.
It is the default behavior of the game. You can verify that by disabling the ensgine sound hook.

But I can add a setting for tie fighters with a different sound for the ion cannons.

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Post by JeremyaFr » Mon May 11, 2020 6:30 pm

EDIT: link removed

I've added a TieFighterWithIon option for the WeaponSoundBehavior setting.

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Post by Driftwood » Tue May 12, 2020 1:43 am

Ace Antilles wrote:
Mon May 11, 2020 4:36 pm
Where did the idea of purple ion cannons come from for Imperials? Kinda cool, just wondered if it was an official universe thing
The Laser FG colors were codified based on mostly speculation I think. Different grades of Tibanna Gas used have different visual effects due to quality of refinement and possible manufacture differences.

Off the top of my head, and not all probably correct.
Yellow = cheap and relatively weak, widespread civilian usage. Some low level pirates.
Purple = advanced, high quality, comparatively/rare/experimental. May be combination of gas and weapons technology. Mostly used by Imperial "rare" ships.
Light blue ions = Rebels
Dark blue = Imperials
Red = Rebels, higher grade civilian/pirate useage
Green = Imperials mostly.
Blue lasers = Republic
Black = super rare used by Idunno.

There was a significant amount if discourse and codification several months ago about this on how to use the feature in a fluffy in universe manner.

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Post by Vince T » Tue May 12, 2020 6:58 am

Thanks Jeremy, the new option works great!
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Post by JeremyaFr » Tue May 12, 2020 8:17 pm

UPDATE

Hello,
I've merged the WIP version into the stable version.

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Post by Ace Antilles » Thu May 21, 2020 2:56 am

So I'm trying to get my head around all of these engine/weapon options.

If the game is set to 3D sound and there is no sound there will it still play the normal sound instead?
For example FLYBYXW if FLYBYXW3D is deleted.

Can I have it setup so that I have FlyBySlave as the engine sound and a custom SlaveLaser as the weapon sound replacing FlyBySlave3D?
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Post by JeremyaFr » Fri May 22, 2020 2:31 pm

I think that if he files are deleted then there will be no sound.
It needs to be tested.

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Post by Rookie_One1 » Mon Jun 22, 2020 5:35 am

Just thought about something.

Only thing missing would be to be able to select the hyperstart sound (TIE fighters use HyperStartImp immediately followed by HyperZoomImp, Assault GUnboat and Missile boats would use HyperStartImp alone, while other crafts would use HyperStartReb)

Do we know how these sounds are called ?
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Post by JeremyaFr » Mon Jun 22, 2020 4:35 pm

Hello,
The hyper sounds are played based on the craft iff.
I think this is hookable to play the sounds based on the craft model index.

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Post by Ace Antilles » Mon Jun 22, 2020 6:04 pm

JeremyaFr wrote:
Mon Jun 22, 2020 4:35 pm
Hello,
The hyper sounds are played based on the craft iff.
I think this is hookable to play the sounds based on the craft model index.
So if you set an X-wing or a T-wing as iff Imperial then it would use the Imp hyper noise.
Interesting to know.
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Post by Rookie_One1 » Mon Jun 22, 2020 6:06 pm

One thing thought : the TIE does have HyperZoomImp that plays once you get in the "hyperspace corridor", while the assault gunboat and missile boat does not.

Also not sure that it's the IFF that call it,. since when I modified a mission to use the Assault Gunboat, I think that HyperStartImp played, but I will have to confirm later when i'm home
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Post by Rookie_One1 » Wed Jun 24, 2020 12:42 am

sorry for additional post : I confirm that you are right, it's strictly IFF managed.

red/imperial call for HyperStartImp then HyperZoomImp

Others probably call for HyperStartReb (at least green, purple and blue are)

Not sure that there is a way for just HyperStartImp to be called (which would fit for non-tie imperial ships), but at that point it would be for your to check jeremy
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Post by JeremyaFr » Wed Jun 24, 2020 1:44 pm

WIP

Hello,
Here is WIP version of the engine sound hook.
You can now define which sounds are played when entering hyperspace on a per craft base.

EDIT: link removed

To define which sound is played when entering hyperspace, set the "HyperSoundBehavior" value.
A value of -1 means that the sound is based on the player Iff.
A value of 0 means that the "HyperStartReb" sound is played.
A value of 1 means that the "HyperStartImp" sound is played.
A value of 2 means that the "HyperStartImp" and the "HyperZoomImp" sounds is played.

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Post by Rookie_One1 » Wed Jun 24, 2020 3:02 pm

Thanks Jeremy!

I confirm that it's working perfectly!

One more step for the XWAUP!
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Post by Ace Antilles » Thu Jun 25, 2020 1:05 am

Thanks Jeremy for more nice options.
Rookie_One1 wrote:
Wed Jun 24, 2020 3:02 pm
Thanks Jeremy!
I confirm that it's working perfectly!
One more step for the XWAUP!
Do you have an example of what you have used it with?
I assume all TIEs already use HyperStartImp. Do Missile Boats and Assault Gunboats? What about Shuttles.
Not sure which other craft would need HyperStartImp assigned to them.
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