Supporting Looped .wav files is the best way to allow for streaming or constant firing weapons.
It should be a very easy task to add this into the sound code.
Most free download sound editing software will allow you to save with a loop marker inside the soundfile itself.
Sound effects of streaming weapons
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Re: Sound effects of streaming weapons
Looped sounds are great for beam lasers and ambient noises in general.
Re:
In XTA, weapons still have a soundwater tag, but it seems to be ignored nowadays. Does anyone know how the engine handles sounds when projectiles hit on water instead of on land in modern spring? Do I have to manually call the water sound effect by using "Spring.PlaySoundFile()" ?Gnomre wrote:From Cavedog themselves, in WEAPONS.TDF:
// This stuff affects the sounds the weapons make
// soundstart = Sound to make when the weapon fires
// soundhit = Sound to make when the weapon detonates (if the weapon detonates)
// soundwater = Sound to make when the weapon hits the water
// soundtrigger = Make the weapon sound when the weapon fires in burst mode
Re: Sound effects of streaming weapons
old topic is old.
I looked at LuaWeaponDefs.cpp and some other files and it seems like there is only "soundHit".
Did not find anything relating to "soundWater" but maybe I am wrong.
What mod does that?Does anyone know how the engine handles sounds when projectiles hit on water instead of on land in modern spring?
I looked at LuaWeaponDefs.cpp and some other files and it seems like there is only "soundHit".
Did not find anything relating to "soundWater" but maybe I am wrong.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Sound effects of streaming weapons
I dunno if I've ever heard of soundWater. Also, don't necro threads!
Re: Sound effects of streaming weapons
Well, there are two weapons still present in latest xta that uses those tags, namely [METEOR] and [HAILSTORM]. By latest xta I mean 9.66.
I know those weapons are probably a remaint of OTA days, but at some point a decision has been made to abandon those tags, and I wonder if there is any replacement. Don't we need a splahs sound when things hit water? There are tons of splash sound effects in the sounds folder, in both xta and ba mods. Aren't they used?
I know those weapons are probably a remaint of OTA days, but at some point a decision has been made to abandon those tags, and I wonder if there is any replacement. Don't we need a splahs sound when things hit water? There are tons of splash sound effects in the sounds folder, in both xta and ba mods. Aren't they used?
Re: Sound effects of streaming weapons
You could do this with lua, but it would be expensive.
+1 for implementing to OTA tag.
+1 for implementing to OTA tag.
Re: Sound effects of streaming weapons
I think the engine does ground/water/unit/air detection already for CEG effects anyway so it should be possible?
+1 for ricochet sounds.
+1 for ricochet sounds.
Re: Sound effects of streaming weapons
Someone make a mantis request 

Re: Sound effects of streaming weapons
bad idea to implement the OTA tags.
The real solution would be to add a SFX class to the CEG system and to decouple such sounds totally from the unitdef.
The real solution would be to add a SFX class to the CEG system and to decouple such sounds totally from the unitdef.
Re: Sound effects of streaming weapons
weapondef?
Anyway, you might sometimes want to use the same CEG with a different weapon (S44 does this!) and if the sound is a CEG property, that means making multiple copies of CEGs.
=> sounds are a weapon property.
Anyway, you might sometimes want to use the same CEG with a different weapon (S44 does this!) and if the sound is a CEG property, that means making multiple copies of CEGs.
=> sounds are a weapon property.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43