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Makanyane
11-05-2007, 21:39
Does anyone know if there is a way of stopping a certain 'horse' that perhaps isn't really a horse from neighing?

I can get round some bits like the ambient noises, but can't figure out a way of dealing with the noises that come with the animations eg:


event ANIM_HORSE_ATTACK volume -20 priority 130 probability .05
folder data/sounds/Voice/Animal/Horse
horse_nay_02
horse_nay_03
horse_nay_04
horse_nay_05
horse_nay_08
horse_nay_13
horse_nay_14
horse_nay_16
horse_nay_17
horse_nay_18
end

from
descr_sounds_units_anims.txt

taking out the references to the sound files would obviously get rid of all horses nay's but I need most of them to keep it. have tries putting exclude_units in various places but the file doesn't like that!

Pharnakes
11-05-2007, 22:52
I'm sure you have already thought of this, but you couldn't use cammels instead could you? Or even elephants? or prehaps the mumakil? do they have difernet sounds than the normal elephants maybe?


IDK, just (and probabaly stupid) suggestions.

Makanyane
11-05-2007, 23:50
Idea sounded like it had potential, but just telling the mount it is 'class camel' in descr_mount.txt doesn't seem to change sounds. I think the linkage is probably in the animation file itself but i can't switch animation to camel as the animal was modelled on a horse skeleton which is different.

thanks anyway :2thumbsup:

Charge
11-05-2007, 23:56
Hm. if linkage in animation, than maybe make a new animation cas without this sounds?


...probably stupid suggestion too, sorry n00b with Max.

Makanyane
11-06-2007, 00:29
Hm. if linkage in animation, than maybe make a new animation cas without this sounds?


...probably stupid suggestion too, sorry n00b with Max.

that's not a stupid suggestion, I was just hoping for a text editing way of getting round it. We don't really have any experience of dealing with the animations and I wouldn't have a clue what you had to do to achieve that, or if its coded elsewhere to look for the animation event anyway...?

*wonders* has anyone actually got a silent horse anim?

Dol Guldur
11-06-2007, 11:52
I think this is hardcoded to globally on or off. Wlesmana is the one who has looked into this quite a bit.

Makanyane
11-06-2007, 12:22
hmm, I was heading towards that impression, have settled for the most non-descript sort of 'snort' I can find for all of them at the moment, will ask Wles though just incase

bit that's annoying me is they put provision in for an exclude option for the shield banging taunt in descr_sounds_ambient.txt


exclude_units greek peasant, roman peasant.....

anim taunt_hit
event mindist 2 volume -35 minPitch .7 maxPitch 1.2 randomdelay .1 rndvolume -25 priority 0 probability 0.5
folder data/sounds/SFX/Individual/Melee/Taunts
Taunt_01
Taunt_02

so you'd think there could be a way...

wlesmana
11-06-2007, 16:35
The only way to separate one horse unit using a horse skeleton with the other one is if you were to succeed in using un-packed animation. Then you can edit the .EVT files, which is the thing linking the animation to descr_sounds_unit_anim.txt. There is no known way to successfully do this, sadly. And we can't do anything to the .EVT files inside the animation pack.

Makanyane
11-06-2007, 19:04
Thanks for the info. I met the .evt files when I was looking at onager sounds, luckily they are unpacked. Wasn't sure if you could alter anything within the animation or not, shame, but nevermind, will keep looking for noises that sound like they might be made by either a horse or a werewolf! :laugh4:

Dol Guldur
11-07-2007, 12:25
Heavy breathing, Mak?

Makanyane
11-07-2007, 14:50
Heavy breathing, Mak?

If anyone starts sending me sound files, they better not sound like heavy breathing!!!! :laugh4:

Dol Guldur
11-07-2007, 15:08
LOL.

No, forget it - I've got the perfect comprimise...

Werehorses!