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Author Topic: Accessing the original sounds.  (Read 775 times)

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Offline dmakatra

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  • Better known as Armsty
Accessing the original sounds.
« on: 19 Oct 2003, 19:59:09 »
Hi! Anyone know how you can play the sounds allready in game? Like the kabooomas and the sound when someone is firing a shot from a M16, etc, etc. I've seen this be done in dialogs but can it be done "normally" as well? Any1 have any ideas?

Thanks!

(What I want is a kablamo sound put in my intro without any1 actually firing)

:beat: *Gets Shot* :beat:

Unnamed

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Re:Accessing the original sounds.
« Reply #1 on: 20 Oct 2003, 00:56:31 »
I was after the same info myself, wanted to use the voice samples that come with the game. AFAIK if they are not covered by the effects trigger, I think you would have to extract the sound you want from the game and use it like you would any mission sound sample?

Hoping some phantom of the forum will sweep in and offer a solution  :)

m21man

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Re:Accessing the original sounds.
« Reply #2 on: 20 Oct 2003, 03:48:27 »
The Phantom of the Forum strikes again! ;D ;D ;D

The "kabooomas" from shell explosions can be made with the camcreate command. As for gunshots, if you're making them in a cutscene you can just make a soldier out of the camera view, have him fire a couple random shots at a gamelogic, and delete/move him.
« Last Edit: 20 Oct 2003, 03:51:11 by m21man »

Offline dmakatra

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Re:Accessing the original sounds.
« Reply #3 on: 20 Oct 2003, 16:27:18 »
Yes, m21man, I can do that. The problem is, the camera is about 200 meters above the land so it will sound quite funny of someone below is firing a M16 shot. The other problem is that I have slowed down the time and I need the sound exactly in that moment, and we all know the OFP AI ;)

@ Unamed: And the files will be where?

:beat: *Gets Shot* :beat:

Knut Erik

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Re:Accessing the original sounds.
« Reply #4 on: 20 Oct 2003, 19:22:17 »
All the sound files that are used in OFP are stored somewhere  ;)

I think the gun sounds are located... err.. let me think...
Ah yeah..

De-Pbo the file "Sound" located in the "Dta" folder in OFP !
The weapons sounds are in the "Weapons" folder
Then use a WSS decoder to decode the files

Now you can add them into your mission  :D
« Last Edit: 20 Oct 2003, 19:23:01 by Knut Erik »

Offline dmakatra

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Re:Accessing the original sounds.
« Reply #5 on: 21 Oct 2003, 21:05:45 »
Thx... Hmm... I was hoping there was a way. I'm desperatly trying to keep the file size at minimum. It's going to be a large file.

:beat: *Gets Shot* :beat:

Knut Erik

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Re:Accessing the original sounds.
« Reply #6 on: 21 Oct 2003, 21:11:02 »
Hello again, Armstrong :wave:

The wss files are not that big... In fact they are very small (arround 1-10kb)  :)
I am not sure about this, but I tend to think that I've read somewhere that you can define wss files in the description.ext files...  :-\
If you can, the file size won't get that mush bigger  ;)


Just checked it out and you CAN do it  :o

Code: [Select]
   class Wssfile
   {
      name = "Wssfile";
      sound[] = {"Wssfile.wss", db-40, 1.0};
      titles[] =
      {
         0, $STRM_Wssfile
      };
   };

Cheers :cheers:
« Last Edit: 21 Oct 2003, 21:33:39 by Knut Erik »

Komuna

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Re:Accessing the original sounds.
« Reply #7 on: 24 Oct 2003, 17:27:41 »
Some sounds already ingame have been configured at the main configuration file (\BIN) and are available at the trigger's effect section. Each sound has a class name associated, which means that you can call them with the 'say' command or the 'playSound'*.

example:

playSound "AKFire"

Note: "AK fire", "M16 fire" and "Explosion" available.

However, if you want to use other sounds then the ones specified at the config.bin, Knut Erik has the solution - yet try to config the "Description.ext" using a relative path (\Sounds\Environmental\Thunder.wss), instead of placing them at the mission folder... If it works, that is ::).
« Last Edit: 24 Oct 2003, 17:28:27 by Komuna »