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Thread: Modding sound parameters

  1. #1

    Default Modding sound parameters

    I have been tinkering with some of the mods that were done by ArMaGedDoN and one of those was to get pianos to "play" when you walked up to them and hit your "use" key. He also added radios that did the same thing. I have learned how to change what plays but would also like to change the the distance across the map something can be heard. Here is an excerpt from a map mod that contains the parameters for this. I could just learn (once again) by trial and error but thought I would ask first this time. I am assuming that the values listed right after "soundparms" below dictate just that, the sound parameters. I just don't know what each mean.

    Can anyone help??

    Code:
    	//This lets the server know that it is okay to play this sound on a DM map
    	local.master = spawn ScriptMaster
    	local.master aliascache cheater radio/boom.wav soundparms 1 0.0 0.8 0.8 200 1000 item loaded maps "obj dm"
    	local.master aliascache moh_piano1 sound/mechanics/MOH_Piano1.wav soundparms 1.3 0.2 1.0 0.0 160 1600 item loaded maps "m6l2a dm obj"
    	local.master aliascache moh_piano2 sound/mechanics/MOH_Piano2.wav soundparms 1.3 0.2 1.0 0.0 160 1600 item loaded maps "m6l2a dm obj"
    	local.master aliascache moh_piano3 sound/mechanics/MOH_Piano3.wav soundparms 1.3 0.2 1.0 0.0 160 1600 item loaded maps "m6l2a dm obj"
    	local.master aliascache moh_piano4 sound/mechanics/MOH_Piano4.wav soundparms 1.3 0.2 1.0 0.0 160 1600 item loaded maps "m6l2a dm obj"
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  2. #2
    Purple Developer Purple Elephant1au's Avatar
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    Default

    Read :P

    Code:
    UBER SOUND FILE
    // Current Format:
    // aliascache (?alias?) snd wavfile soundparms basevol volmod basepitch pitchmod minDist maxDist channel loaded|streamed maps "mapstr1 mapstring2 mapstring3 ..."
    //
    // MIN DIST AND MAX DIST
    // sound has linear falloff from minDist to maxDist.  Within minDist sound is at normal volume.  Units are 16 = 1 foot.
    //
    //Carl's explanation of channels:
    //Audio channel notes:
    //- All audio channels except for the "auto" channel only allow one sound to be played on them by any particular entity. So, for example, you could have three different Germans all playing sounds on their "weapon" channel, but you couldn't have a single German playing three sounds on his single "weapon" channel.
    //- Nothing is allowed to override sounds made by the player's character except other player sounds, regardless of channel number.
    //
    //Audio channel descriptions:
    //Sound channel priority from lowest to highest is:
    //0 - auto - This is considered the lowest audio channel priority. It always plays if possible (hardware audio channel available) and they don't override previously played sounds. If no channels are available, the sound will just not play. This is best used for things that do not have a particular entity or character related to them (like bullet hit sounds), or are not overly important sound (like shell casing landing sounds or footsteps).
    //1 - body - these are sounds made by a characters body. These include sounds like impact sounds (from falling & landing hard) and equipment movement jingles.
    //2 - item - These are sounds made by items on a character, or that represent some sort of item related sound. These would include sounds made by any misc items carried by a character like papers or binorulars, but could also be used as a second weapon sound channel if it is required for a weapon to play two different sounds at the same time. This is also the channel that should be used for weapon reload sound to prevent them from cutting off long firing sounds.
    //3 - weaponidle - is for constant sound made by weapons or possibly the character itself. An example from Quake3 would be the rail gun hum, but I can't think of any examples from MoH.
    //4 - voice - These are vocal sounds made by a character such as pain, death, and yelling during combat. This is effectively a lower priority dialog channel for general use throughout the majority of the game.
    //5 - local - This plays a sound that is considered to be "local" to the player. Meaning, it does not do 3D spatialization on the sound. It does adjust the volume of the sound according to distance though. This is best used for playing sounds that should sound omni-directional like rain or lightning.
    //6 - weapon - These are the sound that are made by the characters' weapons. These include the firing sounds, but not reloading sounds.
    //7 - dialog_secondary - This is a secondary backup dialog channel. Good for use with lower priority dialog such as idle chatter between characters, as it's considered to be lower priority than regular dialog. This should only include spoken dialog that will have subtitle text.
    //8 - dialog - This is the primary sould channel for playing character dialog. This should only include spoken dialog that will have subtitle text.
    //9 - menu - This is the sound channel for menu sounds to play on.
    //
    //
    //
    // soundparms parameters are: <BaseVolume> <RandVolume> <BasePitch> <randPitch> <minDist> <maxDist> <Channel> <Loaded/Streamed>

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  3. #3

    Default

    READ????? You mean actually read????

    Once again...BIG Thanks to Purple.
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