Help on sound for my new "Quad 50" -1 reply

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[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#1 12 years ago

As indicated in the Remagen 45 map thread, I've modded the 2 important US-AAA of the second part of the WWII. The Quad50 and the M-16 (a quad50 mounted on a halftrack). The quad consists of 4 Browning .50 caliber in a quadruple mount. It was used in WWI, Korea and Vietnam. The modding as per WWII specification is now complete, and I manage to get the original sound of the Browning .50 used in the Quad. (Which is completly different, by the way, from the browning sound in FH). The problem I'm facing, hense this request for help, is the following. >> If you listen in reality to a salvo of shooting you get a sound like :

BaBaBaBaBaBaBaBahhaaaaaaaaaaaaa.....

With a nice reverb sound at the end. >> If you introduce this salvo sound with the object, it is too long to be able to be reproduce at the speed of the salvo (the browning in alternate firing has a rof of 15) So I had to use a .wav file with "Ba" as a unit fire. Then when I'm firing, I get :

BaBaBaBaBaBaBa.

With no "echo" sound once the trigger is released. >> Help needed : I've seen that several sound can be loaded for a given object (mainly depending of the position of the listener) Is it possible to have a firing sound and a trigger release sound ? If so, how do I code it in the object-sound.ssc? What does affect a given sound to a given action ? Is it the "priority" parameter ? Any specific code word for specific action ? For example , how does the program know the sound to use during the reload of a weapon ? (is it coded in the animation, or just in the .ssc file ? Anyhelp would be apreciated since I have great difficulty to find any tutorial on this matter. Miaou :beer:




MasterOhh

Slightly cooler than a n00b

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5th July 2006

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#2 12 years ago

Look into the ssc files of the weapons that are allready in game, to see how it can be done.




Mr_Cheese

FH Dev

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12th June 2004

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#3 12 years ago

Try giving Bratwurst (sound pack guy) a pm...




SacredLizard

Its cupnoodles not cuponoodles

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#4 12 years ago

What I would do is give your wav file the reverb ("echo") that you want, and I would assume that the problem would go away. The sound dynamics that you describe are only partially right, you see, each shot echos, but you only hear the last one because there are no more really really loud sounds (gunfire) overlapping your echos. Maybe that would work?




[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#5 12 years ago

My original sound file has the right echo ... but it lasts 2 seconds ... so when firing after a few shots, it cannot "follow" the pace of the MG's.

To get a bang for each shot, I have to reduce the lenght of my shot.wav file to 0.35 seconds. But of course when you stop firing you do not get the long echo that you are suppose to get after a salvo. (because the 0.35 second files has been read with the last bullet). (Hense Bababa. instead of Bababaaaaaaa.....)

I've seen that with the SG44 for instance, there are two separate files being used ... but I tried to put a short one (for each burst) and a long one for the last one ... but in vain.

Must say the coding for sound is very strange ... it even sometime refers to wav file that do not exists :confused:, (in sound/44khz). Will follow the advise of Mr Cheese, and try to contact Bratwurst :cya:

Miaou :beer: