Ambient sounds in Battlecraft -1 reply

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Strigoi

I'm too cool to Post

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4th October 2004

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#1 13 years ago

Anybody know how to handle ambient sounds i.e. sounds like distant artillery, birds etc. in Battlecraft. Some maps like Gold Beach has a lot of ambience due to the distant artillery barrage thus making the maps a lot more immersive. Anybody ?? :confused:




Kingrudolf

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8th October 2003

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#2 13 years ago

Local sounds are done by seperate objects within the map, and the ambient sound is done by the environment line. In the init.con, you need to have two lines: "run objects/objects" and "run sounds/environment". Now the ambient, or environment sound consists of three files, within a "sound" folder in your map. Two are coding files, the other is the ambient file (wav format) itself.

Now the objects thingy is kinda tricky. You need an "objects" folder in your map, which contains a couple of coding files. In there are references to what standardmesh object is used, and what sound is attached to it. Now basically, we are using the .sm object as a source file, so you could put the radio as the object for example, to simulate a radio playing music. This .sm object must be in your staticobjects.con, because it needs to be in the map, and needs to have a location.

Offcourse, you can use different objects for sources, even buildings, or tables, whatever. In-game you won't see these objects, so don't worry. Just make sure you are using an object you won't use for object placement, so I always use rare objects, like the "steshelf_m1" for example.

Offcourse you would like to know what needs to be in the files, I can only advice to extract a map like Battle of Orel and Goldbeach, they have local environment sounds as well as standard ambient sound. If you look in the map and their files, it'll probably all become clear to you. Easy way is to just copy the folder from another map, paste it in your own, and change the names and references.




southy

The Internet ends at GF

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29th July 2004

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#3 13 years ago

coincidentally, how do ytou get music from stuff like radios to work on your map, in the axis base on my map i want the radio to play deutschland uber alles. There wqas a thread about this a while ago but i cant find it.




Kingrudolf

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8th October 2003

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#4 13 years ago

The radio is just a template, specially designed for that. All other objects are just invisible sources. I'd say take a look into the Orel map, theres a radio in the axis base, which uses the template you need. Offcourse, you'll have to sort out the coding files yourself, if you want to use other songs.




-ekke-

GF Pwns Me!

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23rd August 2004

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#5 13 years ago

Its easier than rudolf explains it... You´ll need that "run sounds/environment" in the init.con, make a folder "sounds" in your mapfolder, and put a "environment.con in it, containing the text: EnvironmentSound.load Environment.ssc Then make a file "environment.ssc" with something like that in it: #templateLevel HIGH newPatch ###################### ### Ambient ### ###################### load @ROOT/Sound/@RTD/linnut_metsa.wav loop minDistance 900 volume 1 randomStartPitch 0.25 / 0.0 priority -1 #templateLevel MEDIUM newPatch ###################### ### Bridge Ambient ### ###################### load @ROOT/Sound/@RTD/linnut_metsa.wav loop minDistance 900 volume 1 randomStartPitch 0.25 / 0.0 priority -1 #templateLevel LOW newPatch ###################### ### Bridge Ambient ### ###################### load @ROOT/Sound/@RTD/linnut_metsa.wav loop minDistance 900 volume .2 randomStartPitch 0.25 / 0.0 priority -1 you can chose a .wav from the FH archive or a custom sound from your map but in this case you´d have to change the path of course. priority defines how high the environment sounds priority is compared to all other sounds. (eg. setting this to 100 will make all other sounds unhearable)




Kingrudolf

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8th October 2003

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#6 13 years ago

But that's just for the global environment sound, the local sounds take more work, since they need to be run through objects and files.