Background sounds -1 reply

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KWernicke

True as an egg.

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4th February 2006

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#1 12 years ago

I was making a new FH map and I tested it a couple of weeks ago and I wrote a note "BACKGROUND SOUNDS" and put it in my room. Now I found the note again and I thought "I should go on with that map" so my question is now, how should I add background sounds to my map? Any kind of help appreciated!!




pvt. Allen

I would die without GF

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20th July 2005

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#2 12 years ago

I'll explain: Fisrt extract your map and go to main folder. There create folder "Sound" and "Sounds" (never use the quote signs "" I jsut use them to mark what is the name). We'll come to "Sounds" content later, now let's take care of actual sounds in "Sound". Inside of folder "Sound" create three folders, call them "11KHz", "22KHz" and "44KHz". Now find or make sounds wich you want to have in hte map. For the background sound (the one wich you hear everywhere) name should be "env" or something similar word enviroment to avoid mistakes later. Now if you have your sound download sound editing program, I recommend GoldWave: http://www.simtel.net/product.download.mirrors.php?id=59197. Open the program and your sound in it. Go to top tool bars and choose: Effects/Resample... First resmaple your sound to 11025 and save in "your map's main folder"/Sound/11KHz/. Now only save it, keep the original sound opened!!! Let's resaple it to 22050 now and save in "your map's main folder"/Sound/22KHz/. Finaly resample it to 44100 KHz and save in "your map's main folder"/Sound/44KHz/. Make as much sounds as you'll want, but remember that only one sound can be the background sound. Now let's get to coding the sounds. Open the "Sounds" folder in your map's main folder. Place there the Enviroment.CON and Enviroment.SSC files from the attachements of this post. Let's edit the .con file first:

EnvironmentSound.load Environment.ssc run Hedges.con run Marshes.con

Don't change the first line, it should always look like this. The "run" lines are responsible for additional "positional" sounds, if you'll have any, put it's name there (use the same name for it's .con file about wich you can read about later in my psot), there is no limitation for those lines, but if you plan to have no additional sound leave only the first line. Now the Envirment.SSC:

#templateLevel HIGH newPatch ############ ### Near ### ############ load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav[/EMAIL] loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 2.0 priority -10 #templateLevel MEDIUM newPatch ############ ### Near ### ############ load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav[/EMAIL] loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 2.0 priority -10 #templateLevel LOW newPatch ############ ### Near ### ############ load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/env.wav[/EMAIL] loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 2.0 priority -10

As you see there are separate lines for High, Medium and Low sound settings (you can leave only high if you wish your map players with low settings to not hear the sounds). Since this is the background sound you don't have to change anything except the "volume" line and the sound file directorie, change my map's name to your map name. Also change the "env.wav" if oyu called your background sound different. Now you have your background sound ready, remember that even if you don't want to have background sound you have to leave the Enviroment.SSC in order to have positional sounds working, if you want to have them. Now let's do positional sounds. Copy the attachements: Hedges.CON and Hedges.SSC to the same folder as Enviroment files. First the .CON file:

rem *** Hedges *** ObjectTemplate.create SimpleObject Hedgessound ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.loadSoundScript Hedges.ssc ObjectTemplate.triggerRadius 700

Change the name of the file to your positional sound name (also same name as in Enviroment.CON running line). Also change the name in first line. Lines now: ObjectTemplate.create SimpleObject Hedgessound - here put the name of your choice (instead of Hedgessound) for the sound object wich you will use to place it on the map. ObjectTemplate.loadSoundScript Hedges.ssc - this is running file for file similar to Enviroment.SSC but configurating positional sound, put here same name as the edited .CON file (same name as the name of .SSC file wich I will mention later). ObjectTemplate.triggerRadius 700 - my guess is that it's the area wich is activating the sound in game if someone walks in, but oyu can't hear it, the actual radius is in .SSC file. Now the .SSC file:

#templateLevel HIGH newPatch load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav[/EMAIL] loop minDistance 700 volume 1.2 randomStartPitch 0.2 / 0.0 priority -6 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 70 param 150 param 1 param -1 endEffect #templateLevel MEDIUM newPatch load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav[/EMAIL] loop minDistance 700 volume 1.2 randomStartPitch 0.2 / 0.0 priority -6 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 5 param 15 param 1 param -1 endEffect #templateLevel LOW newPatch load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav[/EMAIL] loop minDistance 700 volume 1.2 randomStartPitch 0.2 / 0.0 priority -6 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 1 param 5 param 1 param -1 endEffect

load [EMAIL="bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav"]bf1942/levels/The_Attack_on_Carentan-1944/Sound/@RTD/Hedges.wav[/EMAIL] - change the mapname to your's and the actual sound name wich you earlyer edited in GoldWave. minDistance 700 - actual sound area volume 1.2 - volume I have no idea what the rest is doing, leave them as they are, just edit values for High, Medium and Low. Copy and change names+values for every positional sound you saved with GoldWave (ofcourse the 11, 33 and 44 KHz versions are hte same sounds, make separate codes only for different sounds). Now when you have it all done open the "Init.con" located in your map's main folder. There find these lines: run Init/SkyAndSun run Init/Terrain And add this line under them: run Sounds/Environment Remember to keep the space beteween next serie of lines. Pack your map (go to Donitz's tutorials if you don't know how to) and open any kind of map editor and place object of your choice in position where you want your positional sound center to be. After this open object's configuration window and change it's name to the positional sound's name wich you typed in the "your positional sound name".con line "ObjectTemplate.create SimpleObject ...". If you can't change the object name from here open the StaticObjects.con in your map's main folder and edit the object name wich you have decided to be changed for sound, the last objects on the list are the once you placed last time editing the map. Now you should have working sounds in your map. If you'll have any problems post.




KWernicke

True as an egg.

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4th February 2006

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#3 12 years ago

Yeah it works! Thanks alot Pvt. Allen! I'll put you in the credits. Thanks alot! :bows:




pvt. Allen

I would die without GF

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20th July 2005

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#4 12 years ago

No problem, I'm glad it works. Also don't forget taht GoldWave isn't only for chaging frecquencys, you can fully modife sounds with it.




KWernicke

True as an egg.

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4th February 2006

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#5 12 years ago

Yeah I'm surprised it is free... I can convert music files as well. I've seen much less advanced programs than Goldwave and they weren't for free. Strange, but great!