Ambient sounds
#1 Posted 25 August 2017 - 10:21 AM
#2 Posted 25 August 2017 - 01:55 PM
In the user.con file, line 823, is the WAR_AMBIENCE1 (plane flying over) tagged with a 16.
This means, it is a random global sound activated when a player enters the sector, usually combined with other sounds.
You can try to edit the user.con to make # 231 an ambient sound, by changing the 16 to a 2, and see if this works.
Reference:
http://www.r-t-c-m.c...n-user-con.html
look under 'definesound'
This post has been edited by Hank: 25 August 2017 - 01:59 PM
#3 Posted 25 August 2017 - 06:33 PM
Hank, on 25 August 2017 - 01:55 PM, said:
In the user.con file, line 823, is the WAR_AMBIENCE1 (plane flying over) tagged with a 16.
This means, it is a random global sound activated when a player enters the sector, usually combined with other sounds.
You can try to edit the user.con to make # 231 an ambient sound, by changing the 16 to a 2, and see if this works.
Reference:
http://www.r-t-c-m.c...n-user-con.html
look under 'definesound'
This means that i have to do this manually? every other map that i see has those Ambient sounds and i don't think they have modified anything, specially the original maps.
#4 Posted 25 August 2017 - 07:12 PM
Maisth, on 25 August 2017 - 10:21 AM, said:
are you tagging the sector, or are you using a 'M' sprite?
I believe the effect you're after requires the use of the M sprite
M[10000, 231]
http://infosuite.duk...?page=ae_sfx_a2
http://infosuite.duk...?page=ae_sfx_a4
more under the SFX section:
http://infosuite.duk...dvanced_effects
In my experience - some sounds don't work well if you have the range too high.
Try reducing it to half or quarter of 10000 and see if works - then increase it until it is no longer is audible. Then back the number down to where it was working. You may have to use multiple sprites with slightly overlapping range circles.
This post has been edited by Forge: 25 August 2017 - 07:22 PM
#5 Posted 26 August 2017 - 07:14 AM
Maisth, on 25 August 2017 - 06:33 PM, said:
If you follow the original maps, then this is what was done
Music FX at HiTag 3 LoTag 231
If you want to change this, you need to follow my suggestions.
If you want the same effect as in E1L1, then follow the original setup.
Setting the Music FX to HiTag 10000 and LoTag 231 will not work, because the sound is defined as '16' in the user.con file, it is NOT a loop sound file.
b.t.w. perhaps all you need is sound # 279, HELICOP_IDLE ?
This post has been edited by Hank: 26 August 2017 - 07:31 AM
#6 Posted 26 August 2017 - 09:12 AM
Since it's bitfield number is 1, and that means loop sound, the door in Sweeney plays in loops, while the other sounds simply don't play in the game. I firmly believe they made an error in user.con and wanted originally the number to be 2 as an ambient sound.
Actually sound number 21 (short circuit) has the same problem, it was also used in Shop-N-Bag as an ambient sound, but it's bitfield number is 0.
This post has been edited by Nancsi: 26 August 2017 - 09:12 AM
#7 Posted 26 August 2017 - 09:53 AM
Hank, on 26 August 2017 - 07:14 AM, said:
^this
#8 Posted 26 August 2017 - 10:02 AM
Nancsi, on 26 August 2017 - 09:12 AM, said:
same problem with the cooking deepfrier sound 348 - that why everyone uses the rain sound for grills instead.
#9 Posted 26 August 2017 - 10:18 AM
Forge, on 26 August 2017 - 10:02 AM, said:
Was that sound actually used in the game?
#10 Posted 26 August 2017 - 11:41 AM
It was probably meant for use in Duke Burger, or maybe Derelict.
Those are the only two maps that have some form of grills/stoves/deepfriers in episode 4 that I recall.
-unless it was intended/used for something else.
This post has been edited by Forge: 26 August 2017 - 11:46 AM
#11 Posted 26 August 2017 - 09:36 PM
The game is full of these kind of annoying bugs.