Sound effects of streaming weapons - Page 2

Sound effects of streaming weapons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Sound effects of streaming weapons

Post by MR.D »

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.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Sound effects of streaming weapons

Post by rattle »

Looped sounds are great for beam lasers and ambient noises in general.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re:

Post by Jools »

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
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()" ?
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Sound effects of streaming weapons

Post by knorke »

old topic is old.
Does anyone know how the engine handles sounds when projectiles hit on water instead of on land in modern spring?
What mod does that?
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.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sound effects of streaming weapons

Post by Forboding Angel »

I dunno if I've ever heard of soundWater. Also, don't necro threads!
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Sound effects of streaming weapons

Post by Jools »

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?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Sound effects of streaming weapons

Post by FLOZi »

You could do this with lua, but it would be expensive.

+1 for implementing to OTA tag.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Sound effects of streaming weapons

Post by knorke »

I think the engine does ground/water/unit/air detection already for CEG effects anyway so it should be possible?
+1 for ricochet sounds.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Sound effects of streaming weapons

Post by FLOZi »

Someone make a mantis request :wink:
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Sound effects of streaming weapons

Post by jK »

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.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Sound effects of streaming weapons

Post by FLOZi »

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.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sound effects of streaming weapons

Post by Forboding Angel »

^^ this
Post Reply

Return to “Engine”