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  #1  
Old 02-07-2014, 02:12 PM
bigsmellyfart is offline bigsmellyfart
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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
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Old 02-07-2014, 11:12 PM
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Wink 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...?
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  #3  
Old 02-08-2014, 06:47 PM
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Bigsmellyfart: Which df? Dfx dfx2 ect.
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Old 02-08-2014, 08:06 PM
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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.
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Last edited by bigsmellyfart; 02-09-2014 at 06:46 AM.
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  #5  
Old 02-09-2014, 06:46 AM
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Boo....wake up me
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  #6  
Old 02-09-2014, 08:40 PM
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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)
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Old 02-10-2014, 01:25 AM
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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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  #8  
Old 02-10-2014, 01:25 PM
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Quote:
Originally Posted by bigsmellyfart View Post
will dist make it louder like 0 is closer so it would be louder
and 100 is further away so not soloud..?
It used to be a necessary thing to set it but I don't detect any differences with the DFX engine.

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.
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  #9  
Old 02-10-2014, 01:27 PM
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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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  #10  
Old 02-10-2014, 02:19 PM
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Quote:
Originally Posted by stompem View Post
It used to be a necessary thing to set it but I don't detect any differences with the DFX engine.

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.
how do I include them in maps I make
and how do other players get the sounds on custom maps
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  #11  
Old 02-11-2014, 04:18 AM
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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.
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Old 02-11-2014, 07:14 AM
bigsmellyfart is offline bigsmellyfart
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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 ...
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  #13  
Old 02-11-2014, 08:50 AM
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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
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  #14  
Old 02-11-2014, 11:49 AM
bigsmellyfart is offline bigsmellyfart
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what do you do when U C some Roaches in the
middle of the kitchen floor....?


you stompem

hehheheehehehe
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  #15  
Old 02-11-2014, 03:57 PM
bigsmellyfart is offline bigsmellyfart
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also I would like to know just how many snd's at one time can the engine handle...
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  #16  
Old 02-11-2014, 05:59 PM
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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.
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  #17  
Old 02-12-2014, 06:42 AM
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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
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  #18  
Old 02-12-2014, 09:27 AM
bigsmellyfart is offline bigsmellyfart
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ssn ...would be that the ID number...???
or this
snd: Wind - Cold 3 [300m] (4)
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  #19  
Old 02-12-2014, 05:40 PM
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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)
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  #20  
Old 02-12-2014, 06:28 PM
bigsmellyfart is offline bigsmellyfart
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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..


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