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<Guest>
Posted
Someone?!

How do you get wav files to work? I want a wav sound to be activated as soon as a zone is triggered.

I see my wav in the Sound Editor and can even get it to become green (reconcile option) but it does not play...The others do, so what's up?!

Reg,


PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646
 
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<Guest>
Posted
What do you mean by "triggering" the zone? You mean you want to place a sound at a location (eg the birds, crickets etc that's already in-game), or do you really want to activate it with a trigger?

What's the sound of?

PS: Hi, how are you? Long time no see. Oh, and check out the General Discussion forum - Wombat described us as "gentlemen"!! Can you believe that?!? And he said we were good at modding... And he said we habitually argued amoungst ourselves. I don't think he knows us very well at all!!
 
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<Guest>
Posted
We are becoming true legends! lol! Well how 'bout that!

I want some music to start playing as soon as a zone is reached. It is a wav file, but still it will not play...

Do I need to convert it?

Reg,


PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646
 
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<Guest>
Posted
Yes, legends! That's us. Our reputation precedes us everywhere we go! And for once, that's a good thing!

A wav sound should work just fine - all the other game sounds are wav files. From what it sounds like you're trying to do, I would say you should place the zone you want to use as a trigger, and then use a proximity trigger in the scripting to play your sound at that location. I assume this is what you've done, and that your sound appears in the list of sounds to choose from? But then you go into the game, get to the zone and nothing happens?

I'd try two things: 1 - make sure the sound plays properly outside of GR (use Windows Media Player or something similar), and then 2 - add another two response lines into your script block: one before you play the sound, and the other afterwards. I'd have these responses display something on the screen (eg a DisplayMessageAll response). The, when you go into the game again, go to the zone and look for the two messages on your screen.

If you get none, it means that your trigger isn't working for some reason (eg your zone is very small and you don't ever actually hit it). If you get one message, it means your trigger works, but that the responses "crash" when it tries to play your sound. This would indicate a fault in your sound file. If you get both messages, then the trigger works fine, and the responses were all executed successfully(remember GR executes responses in the order you put them) but that you didn't hear the sound (in which case it may be too quiet etc).

I know it seems like clutching at straws, but it'll tell you exactly where you're fault is (is the trigger firing? Is the sound "playing", but you don't actually hear anything? etc). I've never tried to add new sounds myself, but it shouldn't be difficult. All you should have to do is call it in the same way you would any other sound. If you're really struggling, try specifying a different sound to play when you get to the zone. Again, this will indicate whether your problem is with the wav file itself, or the scriptblock that's triggering it...
 
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<Guest>
Posted
no I think that .wav is the right type I think you have to script it in IGOR but you prolly already tried that, to be honest with you san would prolly know most aobut it out of the lot of us.

Jake

http://achilles3503.tripod.com/




 
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<Guest>
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How do I add sounds to my missions that didn't come with the game? (expanded explanation)

For mission briefings, see this tutorial => Modding mission briefings
For most other sounds, I'll try to give you a rundown. First, you need to create a few files: music.xml, effects.xml, and briefings.xml. All three should be placed within your mod's Sound folder. Create a new text file for each and rename them accordingly. Edit the files using Notepad or Wordpad.

I won't cover what to do in the briefings.xml since the tutorial does a good job of that. For every sound effect you want to add to your mod, you'll need to create a line in the effect.xml file. Same thing for music needs to be done in the music.xml file to play any mood music during the mission. Below is an example of what the music.xml file should contain.

2.000000 2


For each line, change only the filename and length of the .wav file to correspond with the appropriate sound. You can leave the other items the same. Also, increase the count to correspond to the number of items you added.

For the effects.xml, another example:

2.000000 2


Again, change only the filename and length and adjust the count for the added items. Note the additional Ambient property. This is important since it identifies the sound as one that can be placed using Igor to create a mission. Otherwise, the sound will not show up in the list of those available when your mod is activated in Igor.

The format for all sounds must be PCM 22,050 Hz and either 8 bit or 16 bit. Effects and briefings should be mono whereas music could be stereo if you want. Of course, stereo is almost twice as big as mono since there are two channels of data. I general record sounds in 16 bit but then convert them to 8 bit. Recording directly in 8 bit results in unacceptably scratchy sound quality in my experience, but converting gives terrific results at about a quarter the size. And of course, all sounds must be .wav files.

If I missed something, let me know and I'll try to elaborate.


*AV*/\po||o
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www.AmericanVengeance.tg-web.com
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Something I copied along time ago, and still using it !



San's Place l SANSITE

Mods:
San's Missions, San's Gametypes
San's Face Viewer, San's Vehicle Viewer
 
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<Guest>
Posted
sorry, not all is displayed ! Damn tags !



San's Place l SANSITE

Mods:
San's Missions, San's Gametypes
San's Face Viewer, San's Vehicle Viewer


Message Edited on 12/10/03 08:19PM by San__
 
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