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Why does every stumpy sounds exactly the same?

Posted: 14 Oct 2009, 17:09
by Auswaschbar
Well, it doesn't have to, because you can now add some randomness to your sounds (in sounds.lua):

Code: Select all

RandomizedUnitSound = {
	file = "sounds/boringunitsound.wav",
	gain = 1.5,
	gainmod = 0.1,
	pitch = 1,
	pitchmod = 0.02,
},
Every time RandomizedUnitSound gets played, it will randomly select a gain from [(gain * (1 + gainMod)), (gain * (1 - gainMod))], the same goes for pitch. Obviously, *mod values should stay between 0 (old behaviour, now default) and 1.

Should be used to make battles sound more exiting. Don't overdo it, especially pitchmod will sound weird on larger values.

Re: Why does every stumpy sounds exactly the same?

Posted: 14 Oct 2009, 18:33
by Decimator
Nifty! Does this work with Spring.PlaySoundFile as well?

Re: Why does every stumpy sounds exactly the same?

Posted: 14 Oct 2009, 19:03
by Auswaschbar
It works from everywhere

Re: Why does every stumpy sounds exactly the same?

Posted: 23 Dec 2009, 19:19
by Caydr
I simulate this by just moving my camera around a lot.

Re: Why does every stumpy sounds exactly the same?

Posted: 10 Jan 2010, 14:35
by rattle
what about control over playback speed for mickey mouse voices?

Re: Why does every stumpy sounds exactly the same?

Posted: 10 Jan 2010, 14:41
by Auswaschbar
rattle wrote:what about control over playback speed for mickey mouse voices?
pitch is what you look for, althought it just makes mickey mouse voice without increased playback speed.

Re: Why does every stumpy sounds exactly the same?

Posted: 01 Feb 2010, 12:28
by TheFatController
I'll probably get around to it myself however if someone wants to make a config (even a script generated one which within an acceptable margin of not sounding too wierd) for BA i'd happily review it and probably add it.

Re: Why does every stumpy sounds exactly the same?

Posted: 10 Feb 2010, 22:04
by Dragon45
Hey, if you used the unit's unique ID to seed the values, then you could have unique consistent sounds! I would love to have a pet stumpy that made a particular pitch I liked :D

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 00:32
by TheFatController
BTW this is in BA now for a load of sounds including llt lasers, kbot servos (Core AK), flak explosions and of course the stumpy :)

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 13:24
by Gota
TheFatController wrote:BTW this is in BA now for a load of sounds including llt lasers, kbot servos (Core AK), flak explosions and of course the stumpy :)
In 7.11?

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 13:50
by TheFatController
Yeah 7.1+

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 13:53
by Gota
Hmm i opened sounds.lua and didn't see this command there.
In BA 7.11.

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 13:56
by TheFatController
local Sounds = {
SoundItems = {
IncomingChat = {
file = "sounds/beep4.wav",
in3d = "false",
},
MultiSelect = {
file = "sounds/button9.wav",
in3d = "false",
},
MapPoint = {
file = "sounds/beep6.wav",
rolloff = 0.3,
dopplerscale = 0,
},
FailedCommand = {
file = "sounds/cantdo4.wav",
},
warning2 = {
file = "sounds/warning2.wav",
rolloff = 0.2,
dopperscale = 0,
},
lasrfir1 = {
file = "sounds/lasrfir1.wav",
pitch = 1,
pitchmod = 0.05,
},
lasrfir2 = {
file = "sounds/lasrfir2.wav",
pitch = 1,
pitchmod = 0.05,
},
lasrfir3 = {
file = "sounds/lasrfir3.wav",
pitch = 1,
pitchmod = 0.05,
},
bertha1 = {
file = "sounds/bertha1.wav",
pitch = 1,
pitchmod = 0.025,
},
bertha6 = {
file = "sounds/bertha6.wav",
pitch = 1,
pitchmod = 0.025,
},
flakhit = {
file = "sounds/flakhit.wav",
pitch = 1,
pitchmod = 0.075,
},
flakfire = {
file = "sounds/flakfire.wav",
gainmod = 0.1,
},
canlite3 = {
file = "sounds/canlite3.wav",
pitch = 1,
pitchmod = 0.05,
},
xplosml3 = {
file = "sounds/xplosml3.wav",
pitch = 1,
pitchmod = 0.05,
},
servlrg3 = {
file = "sounds/servlrg3.wav",
pitch = 1,
pitchmod = 0.025,
},
servlrg4 = {
file = "sounds/servlrg4.wav",
pitch = 1,
pitchmod = 0.025,
},
servmed1 = {
file = "sounds/servmed1.wav",
pitch = 1,
pitchmod = 0.025,
},
servmed2 = {
file = "sounds/servmed2.wav",
pitch = 1,
pitchmod = 0.025,
},
servroc1 = {
file = "sounds/servroc1.wav",
pitch = 1,
pitchmod = 0.025,
},
servsml5 = {
file = "sounds/servsml5.wav",
pitch = 1,
pitchmod = 0.025,
},
servsml6 = {
file = "sounds/servsml6.wav",
pitch = 1,
pitchmod = 0.025,
},
servtny1 = {
file = "sounds/servtny1.wav",
pitch = 1,
pitchmod = 0.025,
},
servtny2 = {
file = "sounds/servtny2.wav",
pitch = 1,
pitchmod = 0.025,
},
xplomas2 = {
file = "sounds/xplomas2.wav",
pitch = 1,
pitchmod = 0.05,
maxconcurrent = 3,
},
hackshot = {
file = "sounds/hackshot.wav",
pitch = 1,
pitchmod = 0.02,
maxconcurrent = 5,
},
},
}

return Sounds

Re: Why does every stumpy sounds exactly the same?

Posted: 11 Feb 2010, 16:21
by Gota
Yea i saw that.
Don't you need to use "randomizedunitsounds"?

Re: Why does every stumpy sounds exactly the same?

Posted: 19 Feb 2010, 09:24
by hunterw
china will gwow largah

beooding the chinese empiyah

Re: Why does every stumpy sounds exactly the same?

Posted: 19 Feb 2010, 10:51
by Jazcash
hunterw wrote:china will gwow largah

beooding the chinese empiyah
I'm sorry wut?

Re: Why does every stumpy sounds exactly the same?

Posted: 21 Feb 2010, 00:13
by Erom
Those were construction noises from the Chinese bulldozer in CnC Generals. Not that it makes it any less lolwut.

Re: Why does every stumpy sounds exactly the same?

Posted: 21 Feb 2010, 00:25
by hunterw
its because they didnt sounds exactly the same