Jump to content

Recommended Posts

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

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

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

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

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

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

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×