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kitagata
06-13-2008, 05:49
Would anyone point me in the direction of a tutorial on the steps to add sounds to a new firing animation and it's projectile and impact? I searched the TW wiki, but it came up empty.
I've got a copied crossbow anim and a new 'flaming firework' projectile. While I understand how sound works for some things, I'm getting silent streaking through the air and silent explosions.

Thanks for any help you can give.

HouseOfHam
06-13-2008, 06:03
So.... have you looked at descr_sounds_units_fire.txt at all?

kitagata
06-13-2008, 06:58
I have. descr_sounds_units_anim as well. I think there may be a problem with the way the explosion/impact is set up, or maybe something with the animation itself.
I just don't know yet and was wondering if there was a tutorial somewhere where I could check the steps.
Thanks though.

Makanyane
06-13-2008, 07:37
try descr_sounds_weapons.txt
I used that to change sound per unit for an existing projectile - the unit 'fires' heads which were an existing projectile. Under the head section a unit specific section was added:



unit caitiff, caitiffH

fly
event mindist 9 volume -20 priority 100 distancepriority 0 fadein .35 fadeout .5 probability 1
folder data/sounds/SFX/Individual/Missiles
Missile_Catapult_Rock_Fly
end

flaming fly
event mindist 10 volume -20 priority 100 distancepriority 0 fadein .35 fadeout .5 probability 1
folder data/sounds/SFX/Individual/Missiles
Missile_Catapult_Rock_Fly_Flaming3
end

;;;;;;;;;;;;;;;

hit building
event mindist 30 priority 200 volume -20 distancepriority 0 randomdelay 0 probability 1
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Stone
Cat_Rock_Hit_Stone_01
Cat_Rock_Hit_Stone_02
Cat_Rock_Hit_Stone_03
end

flaming hit building
event mindist 30 priority 200 volume -25 distancepriority 0 randomdelay 0 probability 1
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Stone
Cat_Rock_Hit_Stone_Flaming_01
Cat_Rock_Hit_Stone_Flaming_02
Cat_Rock_Hit_Stone_Flaming_03
Cat_Rock_Hit_Stone_Flaming_04
end


;;; flesh;;;;;;;;;;;

hit flesh, leather
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Flesh
Cat_Rock_Hit_Flesh_Big_01
Cat_Rock_Hit_Flesh_Big_02
Cat_Rock_Hit_Flesh_Big_03
Cat_Rock_Hit_Flesh_Big_04
end

flaming hit flesh, leather
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Flesh
Cat_Rock_Hit_Flesh_Flaming_01
Cat_Rock_Hit_Flesh_Flaming_02
Cat_Rock_Hit_Flesh_Flaming_03
Cat_Rock_Hit_Flesh_Flaming_04
end

death_hit flesh
event mindist 30 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Flesh
Cat_Rock_Hit_Flesh_Big_01
Cat_Rock_Hit_Flesh_Big_02
Cat_Rock_Hit_Flesh_Big_03
Cat_Rock_Hit_Flesh_Big_04
end


;;; wood;;;;;;;;;;;


hit wood
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Wooden_Shield
Cat_Rock_Hit_Wood_Shield_Big_01
Cat_Rock_Hit_Wood_Shield_Big_02
Cat_Rock_Hit_Wood_Shield_Big_03
Cat_Rock_Hit_Wood_Shield_Big_04
end

flaming hit wood
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Wooden_Shield
Cat_Rock_Hit_Wood_Shield_Flaming_01
Cat_Rock_Hit_Wood_Shield_Flaming_02
Cat_Rock_Hit_Wood_Shield_Flaming_03
Cat_Rock_Hit_Wood_Shield_Flaming_04
end


;;;; metal;;;;;;;;;;;;

hit metal
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Breastplate
Cat_Rock_Hit_Breastplate_Big_01
Cat_Rock_Hit_Breastplate_Big_02
Cat_Rock_Hit_Breastplate_Big_03
Cat_Rock_Hit_Breastplate_Big_04
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Metal_Shield
Cat_Rock_Hit_Met_Shield_Big_01
Cat_Rock_Hit_Met_Shield_Big_02
Cat_Rock_Hit_Met_Shield_Big_03
end


flaming hit metal
event mindist 30 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Breastplate
Cat_Rock_Hit_Breastplate_Flaming_01
Cat_Rock_Hit_Breastplate_Flaming_02
Cat_Rock_Hit_Breastplate_Flaming_03
Cat_Rock_Hit_Breastplate_Flaming_04
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Metal_Shield
Cat_Rock_Hit_Met_Shield_Flaming_01
Cat_Rock_Hit_Met_Shield_Flaming_02
Cat_Rock_Hit_Met_Shield_Flaming_03
end


;;; water ;;;;;;;;;;


hit ground water
event mindist 25 priority 200 volume -5 distancepriority 0 probability 1 randomdelay 0
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Water
Cat_Rock_Hit_Water_01
Cat_Rock_Hit_Water_02
Cat_Rock_Hit_Water_03
Cat_Rock_Hit_Water_04
end


;;; ground ;;;;;;;;;;;;;

hit ground
event mindist 30 priority 200 volume -25 distancepriority 0 randomdelay 0 probability 1
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Dirt
Cat_Rock_Hit_Dirt_01
Cat_Rock_Hit_Dirt_02
Cat_Rock_Hit_Dirt_03
Cat_Rock_Hit_Dirt_04
end

flaming hit ground
event mindist 30 priority 200 volume -25 distancepriority 0 randomdelay 0 probability 1

folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Stone
Cat_Rock_Hit_Stone_Flaming_01
Cat_Rock_Hit_Stone_Flaming_02
Cat_Rock_Hit_Stone_Flaming_03
Cat_Rock_Hit_Stone_Flaming_04
end
The unit does also have an entry in descr_sounds_units_fire.txt as well though.

For how sounds link to animations I did write up how you add them to points on the engine animation:
https://forums.totalwar.org/vb/showthread.php?t=91704

that works for onagers etc which have their animation unpacked - I wasn't sure if it could be done with animations/skeletons that have to be in the pack to work. But if you're fiddling with the animation anyway maybe you'll be able to work that out...?

Dol Guldur
06-13-2008, 08:24
You might also want to - if I might indulge in self-promotion - download the Dwarven Blunderbuss minimod (fully modfoldered) which will enable you to view all the changed files and see how it is done in practice.

Link: http://www.twcenter.net/forums/showthread.php?t=137633

I downloaded free sound effects - including one of pots & pans :) - and edited and messed around with them in Audacity.

kitagata
06-13-2008, 18:58
Great, thanks guys! I'll look into these.
I was thinking about it and reading some other topics, and I've unpacked the SFX.dat file, but I haven't RE-packed it with new sounds. I just added my sound files to the new folder. Could THAT maybe be all I'm missing? We'll see...

Makanyane
06-13-2008, 20:50
you don't need to pack new sounds - make sure you put the correct path to the folder they are in, in the text files though.

and if you haven't altered sounds previously in this mod remember that you need to delete the events.dat file, or overwrite it with an empty text file version, to get ANY sound change to show up.
If you're working in mod folder I think a blank version in the mod-folder works.

HouseOfHam
06-13-2008, 21:43
Hmmm... I've made some changes in descr_sounds_narration.txt before, adding new events for scripting, and they worked without removing/replacing events.dat

I wonder why/how...

Makanyane
06-14-2008, 07:30
I suspect I'm wrong then....

but you do need to do it for some changes, maybe its only related to if you use new sound files?

HouseOfHam
06-14-2008, 15:20
I did use new sound files, so when player clicks on a settlement, its name would be announced.

kitagata
06-15-2008, 08:14
I've changed descr_sounds_units_fire.txt and added a new 'type' for the new unit that shoots rockets. I added in the stage ready, aim, and fire and gave a sound file. Everything seems to work fine now for the unit fire sound.

Buuut, the individual soldiers are still making crossbow sounds. How do I create new events for descr_sounds_units_anims.txt?

I've been looking but I can't find a folder with evt files like the engines have in animations/engines/ballista.

It doesn't seem like I can just type in event ANIM_(new unit)_FIRE and then put the sound files beneath.

Thanks for any help you can give.