Nmenth 291 Posted July 23, 2010 My new sound is not working in game, and I think it is because it isn't the right format. XCC Mixer displays the particular sound I am working on as, ID: A4F6F1F0 Size: 111626 Type: wav Format: 0001 According to ModEnc, this should also read Audio: 22050 hz, 16 bit, mono However, I copied it as WAV with PCM in the XCC Mixer, but the Audio details never appeared and I'm not sure how to get them... Share this post Link to post
Doctor Destiny 41 Posted July 24, 2010 Are we talking EVA audio or in-game sounds like sound effects and voices? There is a huge difference between the two. If you're talking sound effects and voices, you're doin' it wrong. Share this post Link to post
Nmenth 291 Posted July 24, 2010 In-game sound effects. I didn't mention everything else because I don't think I made a mistake anywhere else, but in case I did... After I made my WAV, I dropped it into the Sound Editor and compacted it. Then I added to soundmd.ini [soundList] 856=ChronoVortex [ChronoVortex] Sounds=nvortex Type=global MinVolume=50 Then I tested it as a Report on a preexisting weapon (so I knew the fault wouldn't be in the rules code). Share this post Link to post
Doctor Destiny 41 Posted July 24, 2010 Why would you make the sound global? That's not really how the sounds work... [NuclearTankAttack] Sounds= hcannon Volume=70 This is all you need for a basic, one sound entry. You'll need to use Control if you have multiple, but you only have one and part of the problem is likely making a global sound, which was done improperly anyway. [BurtonAirstrikeVoice] Sounds=$icola2a $icola2b $icola2c $icola2d $icola2e $icola2f $icola2g $icola2g Type=global Priority=critical MinVolume=90 You left out the Priority, which defaults to normal. You may not have heard it over other sounds playing at the same time. Share this post Link to post
Nmenth 291 Posted July 24, 2010 I made it global for a reason. That reason need not be elaborated upon... I copied the codes from the nuke explosion: [NukeExplosion] Sounds=snukexpl Type=global MinVolume=50 It doesn't have Priority, so I assumed I wouldn't need it either. After setting Priority=critical, I heard the sound, but it was very quiet. Will have to adjust that. Share this post Link to post
Doctor Destiny 41 Posted July 24, 2010 The nuke explosion defaults to normal, which means it can be overridden by other sounds fairly easily. You'll need high or critical to play the sound above the rest, but I think you knew that. I'd set a MaxVolume as well or set the MinVolume higher. Share this post Link to post
Nmenth 291 Posted July 24, 2010 After setting MinVolume=100 and having it still be too quiet, I realized the sound sample itself was too quiet. This was probably the core fault from the beginning. After increasing the decibels in the sound sample and reinserting it into the game, it works just fine. Share this post Link to post