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Thread: sounds for firing anims and projectiles

  1. #1

    Default 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.

  2. #2

    Default Re: sounds for firing anims and projectiles

    So.... have you looked at descr_sounds_units_fire.txt at all?
    RTR VII Developer

  3. #3

    Default 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.

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default 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:


    Spoiler Alert, click show to read: 
    Code:
    	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...?
    Not used mods before? Looking for something small and fun?!
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  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default 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.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default 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...

  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default 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.
    Not used mods before? Looking for something small and fun?!
    Download the:

  8. #8

    Default 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...
    RTR VII Developer

  9. #9
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default 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?
    Not used mods before? Looking for something small and fun?!
    Download the:

  10. #10

    Default 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.
    RTR VII Developer

  11. #11

    Default 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.

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