UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Ambient sound problems and vox help!

broken avatar :(
Created 9 years ago
by IperBreach86
0 Members and 1 Guest are viewing this topic.
1,835 views
broken avatar :(
×
broken avatar :(
Location: it
Date Registered: 5 September 2014
Last active: 4 years ago
Posts
282
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
Personal Quote
I belive purple is getting me...
×
IperBreach86's Groups
IperBreach86's Contact & Social LinksIperBreach86
So ive placed some script_structs and made some sounds to use for ambient, the sound works but the perk machines that are close to the sound dont play any sound, its like the ambient is covering the perk sounds(all other sounds like zombies screams work)
The other perk machines that are far away from the ambient sound work fine!
Here's what i am using in my soundalis for ambient sound:
Code Snippet
Plaintext
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold

# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
water_flow_c,,ambient/water_flow.wav,!wii,1,1,1,1,50,250,1000,,,,,ambience,50,3d,,0.4,,,,curve3,,,pitch,,,curve2,,,,,,,,,,,30,50,0.1,1

-----------------
Next question, how can i remove the waw backround music that plays in-game?
-----------------
How can i set up weapon vox?
like vox_crappy etc...?
Ive tried making some for the gersh device following the ones treyarch made but never play!

Thanks in advance for help :D
Last Edit: July 14, 2016, 09:36:00 am by IperBreach86
Marked as best answer by IperBreach86 9 years ago
broken avatar :(
×
broken avatar :(
Location: gbNewport
Date Registered: 2 November 2014
Last active: 3 years ago
Posts
1,265
Respect
Forum Rank
Zombie Colossus
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Embrace the Darkness
×
Tim Smith's Groups
Tim Smith's Contact & Social LinksTimSmithtimsmith90THEREALBaDBoY17My clan Website
So ive placed some script_structs and made some sounds to use for ambient, the sound works but the perk machines that are close to the sound dont play any sound, its like the ambient is covering the perk sounds(all other sounds like zombies screams work)
The other perk machines that are far away from the ambient sound work fine!
Here's what i am using in my soundalis for ambient sound:
Code Snippet
Plaintext
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold

# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
water_flow_c,,ambient/water_flow.wav,!wii,1,1,1,1,50,250,1000,,,,,ambience,50,3d,,0.4,,,,curve3,,,pitch,,,curve2,,,,,,,,,,,30,50,0.1,1

-----------------
Next question, how can i remove the waw backround music that plays in-game?
-----------------
How can i set up weapon vox?
like vox_crappy etc...?
Ive tried making some for the gersh device following the ones treyarch made but never play!

Thanks in advance for help :D

1) Try with this line just change the other things,
Code Snippet
Plaintext
pole_spark,,SFX\Levels\zombie\maps\giant\pole_spark_##,0.65,0.8,0.92,1.08,100,1800,,,,,,ambience,,3d,,,,,,curve4,,,pitch,,,curve2,,,,0.8,,,,,,,0.25,,,,,40,80,0.25,1,

2) Background Music ? what you mean ? that little music that loops when you're in a round ?

3) what i found about the vox stuff. is that i had to rename the weapon i had to the vox to work actually.
Ex : i had the Hg-40 from bo3 and the weaponfile was called hg40 and gave it vox_mp40 and the mp40 is actually deleted from waw it will just not work. So i renamed it to zombie_mp40 and it actually worked. what a lovely fella.
broken avatar :(
×
broken avatar :(
Location: it
Date Registered: 5 September 2014
Last active: 4 years ago
Posts
282
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
Personal Quote
I belive purple is getting me...
×
IperBreach86's Groups
IperBreach86's Contact & Social LinksIperBreach86
thank you ill try those things,
by background music i mean the default waw music that plays constantly during the game, ill get a video up if you dont understand what i mean.
Also, if i have a weapon called "test" do i need to make a sound alias called "plr_0_vox_test_0"
and in the .gsc write vox_test?
Last Edit: July 15, 2016, 09:57:26 am by IperBreach86
broken avatar :(
×
broken avatar :(
Location: gbNewport
Date Registered: 2 November 2014
Last active: 3 years ago
Posts
1,265
Respect
Forum Rank
Zombie Colossus
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Embrace the Darkness
×
Tim Smith's Groups
Tim Smith's Contact & Social LinksTimSmithtimsmith90THEREALBaDBoY17My clan Website
thank you ill try those things,
by background music i mean the default waw music that plays constantly during the game, ill get a video up if you dont understand what i mean.
Also, if i have a weapon called "test" do i need to make a sound alias called "plr_0_vox_test_0"
and in the .gsc write vox_test?
Would be lovely to upload a video.
find
Code Snippet
Plaintext
play_weapon_vo
and add your vox
next thing find
Code Snippet
Plaintext
add_weapon_to_sound_array(vo,num)
add it there as well

 
Loading ...