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Help with Sniper sound repacement

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Created 12 years ago
by tannnnnaiirrr
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So I have ported over the CoD 4 M40a3 and R700 sniper rifles, and in their weapon files, the sounds I see used for both of them are "end", "start", "loop", and "re-chamber". But, CoD 4 mod tools don't provide those sounds.

I assume re-chamber means just putting the bullets in the gun, or bolting it back. IDK, that's why I'm asking. So if anyone could tell me what these certain sounds actually are, I can do my best to replace them with WaW sounds. Thanks in advance! 
Last Edit: October 28, 2014, 01:22:10 am by tannnnnaiirrr
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I think those apply to third person

The view model versions are handled by the note tracks in the anim. I think anyway
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I think those apply to third person

The view model versions are handled by the note tracks in the anim. I think anyway
yes I'm talking about the note tracks
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well note tracks need to firstly be defined in the anims, which i assume is already done

Now to use those note tracks, you need a sound alias for the sounds. You will also need to link the note tracks to the sound aliases in the weapon file

So use a sound alias file to define your sounds, just copy one, rename it and put it in "mods/yourmod/soundaliases"

Remove everything from the file except the header line, and put your sounds in there. Make sure to name them, eg M40a3_rechamer

Then in your weaponfile you need to link the two, so youll need to use toms xanin tool, to see the note tracks names (or open in a text editor), lets assume its the same as our example M40a3_rechamber

So in the weapon file you would add this to note tracks

M40a3_rechamber M40a3_rechamber


Sounds can be tricky, if you get stuck keep coming back here and ill try to advise
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So use a sound alias file to define your sounds, just copy one, rename it and put it in "mods/yourmod/soundaliases"

You are not suppose to put it in your mods folder, it should go in raw/soundaliases. Then in your mod.csv put sound,yoursoundaliasesfile,,all_mp
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well note tracks need to firstly be defined in the anims, which i assume is already done

Now to use those note tracks, you need a sound alias for the sounds. You will also need to link the note tracks to the sound aliases in the weapon file

So use a sound alias file to define your sounds, just copy one, rename it and put it in "mods/yourmod/soundaliases"

Remove everything from the file except the header line, and put your sounds in there. Make sure to name them, eg M40a3_rechamer

Then in your weaponfile you need to link the two, so youll need to use toms xanin tool, to see the note tracks names (or open in a text editor), lets assume its the same as our example M40a3_rechamber

So in the weapon file you would add this to note tracks

M40a3_rechamber M40a3_rechamber


Sounds can be tricky, if you get stuck keep coming back here and ill try to advise
I think you understood. I know how to make the sounds usable, I just don't know what "end" and "start" means. Since there's no actual sounds for the snipers in the cod 4 raw files, I don't know if "start" is a bolt reload, a bullet reload, etc
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You are not suppose to put it in your mods folder, it should go in raw/soundaliases. Then in your mod.csv put sound,yoursoundaliasesfile,,all_mp
Sorry, I didnt know that. This is the way I was shown. I know for future now, thanks ;)

I think you understood. I know how to make the sounds usable, I just don't know what "end" and "start" means. Since there's no actual sounds for the snipers in the cod 4 raw files, I don't know if "start" is a bolt reload, a bullet reload, etc
My point was, they are unused i think. I may be wrong, but i think those are for general sounds whereby they all meet a similar criteria. But note tracks are for animations with sounds that are not all generic in times

So If your using UGX weapon editor, all you should need to do is pair the note tracks to the sounds, from the sound alias file. You do that on the sound tab in the notetrack/soundalias box. you can look at treyarchs to see how they work

And as we now know, pop the sound alias from your mod folder into RAW/soundaliases, although ive had to use
sound,yoursoundaliasesfile,,all_sp for some. I think it depends on how the sound alias is defined

also you need to fully compile, I found that out the hard way ;)

Last Edit: October 29, 2014, 06:07:58 am by Harry Bo21
Marked as best answer by tannnnnaiirrr 12 years ago
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I think you understood. I know how to make the sounds usable, I just don't know what "end" and "start" means. Since there's no actual sounds for the snipers in the cod 4 raw files, I don't know if "start" is a bolt reload, a bullet reload, etc

Start means when player pulls back the bolt, end is when bolt is put back (rechamber, I mean) there is different sounds for bullet reloads and can be noticed, when looking at names
Last Edit: October 29, 2014, 09:44:28 am by HitmanVere

 
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