volume onsnd's
in nile is there a way to increase volume using a wac file for like
snd: Wind - Structure 2 (whiny) [300m] (2) tnx bsf |
re snd's
is there a way to extract the snd:'s
so you can play them to see which one you need .. or has that all ready been done if so where to download it... does anyone know...? |
Bigsmellyfart: Which df? Dfx dfx2 ect.
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dfx2... I need the loudest of the wind sounds or a way to Nile or med
to create some wac programing to increase volume on whatever sound I want. |
Boo....wake up me
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Nope, not in DFX2, the encryption is too good to extract the files with standard software you need the algorithm.
the old command doesn't work for me but you try it if past(1) and waveready() and never() then wave("wave.wav", 100) endif or SSNwave(ssn,"wave.wav", dist) |
will dist make it louder like 0 is closer so it would be louder
and 100 is further away so not soloud..? |
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One way could be to make a demo map, then to record the game sounds you want? Then put them in as custom waves? The you can make them louder with the software. |
if waveready() and never() then
wave("wave.wav") endif This plays the sound from the player's mouth. (loudest) You may or may not need waveready() for custom sounds. I think it's better to use it most times. |
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and how do other players get the sounds on custom maps |
Convert all sound loops to 16bit or 8bit PCM WAV only
Sample Rate: 8000Hz - 44100Hz Place them in the root folder just like the wac. Use the wac to trigger. You put it all in the map zip. I sample/compress the sounds as low/much as possible so they can fit in a 1MB zip file for upload here. You could provide a link to download large sound files. As you can see, the limitations make it essential you are sure you really need these sounds for the map or not. If you use waveready() it ensures the custom sounds will only play if there is no other talking going on. Ambient game sounds do not affect custom sounds. So try that, with careful timing you may be able to use them as is. |
well as far as custom sounds I am not into that,
I just want to make some snd.s that are already in the game a little louder like the wind snd's ...Nile has an option for that but it doesn't work ... |
This old tool will extract encryted sounds more efficiently than just copying from exe's or pff's
This link is to a setup I've just compiled for you it's embedded in the public downloads section of my site (for a limited time) stompem.net/files/public/utilities/sound-extractor |
what do you do when U C some Roaches in the
middle of the kitchen floor....? you stompem hehheheehehehe |
also I would like to know just how many snd's at one time can the engine handle...
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One triggered sound at a time as far as I know.
Game sounds like environment explosions etc do not generally affect wac waves but can delay them or they may be skipped if the action gets intense, if that happens and you do not have waveready() set the rest of your wac triggers could stop responding. |
Try this script, my opinion is based on my hearing I could be half deaf or have a bad sound system
It should play the wave once whenever the player enters/re-enters area 1 if ssnarea(10000,1) then set(v1,1) else set(v1,0) endif if eq(v1,1) and waveready() and never() then ssnwave(10000,"wave.wav",500) endif |
ssn ...would be that the ID number...???
or this snd: Wind - Cold 3 [300m] (4) |
You can go to my site to look-up other info on editing if you like.
http://stompem-web.enjin.com/kbase SSN = Social Security Number. ie ssn3 AI badguy, ssn15 helicopter, ssn34 bush etc.. ssnwave = "ssn10000,wave.wav,100" The sound emits at # distance(100m) from the ssn (ssn 10000 = player) ssssn = sound set at center of ssn (I have never used this) |
my question which is the ssn is it the ID # or
something like this... Wind - Cold 3 [300m] (4) and where does it go in the script.. http://img.photobucket.com/albums/v2...pse1e78856.jpg |
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