sounds for firing anims and projectiles
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.
Re: sounds for firing anims and projectiles
So.... have you looked at descr_sounds_units_fire.txt at all?
Re: sounds for firing anims and projectiles
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.
Re: sounds for firing anims and projectiles
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:
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...?
Re: sounds for firing anims and projectiles
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.
Re: sounds for firing anims and projectiles
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...
Re: sounds for firing anims and projectiles
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.
Re: sounds for firing anims and projectiles
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...
Re: sounds for firing anims and projectiles
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?
Re: sounds for firing anims and projectiles
I did use new sound files, so when player clicks on a settlement, its name would be announced.
Re: sounds for firing anims and projectiles
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.