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Re: How to connect sounds with tiles?[message #357985 is a reply to message #357973] Thu, 29 August 2019 19:04 Go to previous messageGo to previous message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
@ Hawkeye:

You mean the SteadySectorAmbientSound by sevenFM? That's a totally cool thing and I realy, realy like it. But as far as I understand, this is a feature only available with his Improved-exe and therefore only for 7609-releases. I'll do a little dance, if this ever will be recent releases big grin
There are no nescessary entries for this in recent ini either. Simply adding hasn't worked, I tried happy
But as I remember, those new sounds had to be added in the ambienz-folder (fire) and the rest (sector sounds) in new folder "ssa". But since ambient-folder is available in standard-releases this might be working, although I don't think hearing fire was connected to tiles. I looked into montrock.sti for campfire, but couldn't see any aux-entries there.


Hm, adding sounds per aux would be cool. I sure hope you're right. To be honest, I haven't understood the whole aux-thing in jsd's complete. So far, I've found only two examples where tiles use aux-dat for animation (the floating water arround the rocks and in balime-tileset some monitors (g-decor1). All the openable doors and crates have entries in aux, but the flag for animation isn't set (just wall-orientation, nothing else set) . For all other flags (e.g. interactive) I haven't found an example at all so far. I thought maybe things like wirefences are interactive, but no flag being set there either. I guess the cutting-sound comes from the flag "wirefence" (in structure-data, not aux-data) It's rather confusing for me.

While experimenting with a new openable object, I wasn't able to connect it to "slidingdoor"-flag, even when I gave it animated frames simular to slidingdoors (used the same amount of pictures and same entries in aux). I got an error saying something about animated-tiles.cpp (cpp: Is this C++?), but it was no door, so..
But "generic,openable" (in structure-data) resulted in giving me the crate-opening sound, which is second-best, but better then no sound. I might be mistaken, but I think choosing different materials also results in different sounds sometimes, but have to do this again to verify.

I also realised that there are no different sounds for crates and fridges (as I mentioned in first post), but in sounds-folder there are two different wav. Don't know, maybe I'm just to deaf to hear the difference, too much walkman back in the days (they told me, sigh).


@ silversurfer and townItu:

Hardcoded, I kinda thought so, sigh. And since I lack the coding skills, it can't be helped.
But is there a place where I can download the code and will visualStudioCode do to open it? I'm totally aware, that I'm not capable of doing any coding, but maybe I can get glimpses of information, like what are the triggers in hardcode that result in sound a or sound b (or which lua-fact numbers I better not use, had some strange experiences therefore while adding new pc's for AR-maps, I ended up starting at number 500 in array). Or is this hopeless for someone without knowledge in C++ and one wouldn't be able to understand a thing?



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