I've got clips of Johnny Strong (Shughart) and Nikolaj Coster-Waldau (Gordon) yelling "LOADING!" sown into most of my w_*_rl.wav but most carbines only use one of the edited reload sounds. The RateOfFire SelectiveOption in the .GUN files only control w_*_ss.wav, w_*_ts.wav, w_*_sf.wav and w_*_rc.wav. Can anyone please point me in the right direction? Am also looking for female audio clips for whenever Astra, Lindy and Susan reload their weapons. Thanks in advance!
PS: Just in case anyone wants my modded reload wav files, PM me their email addresses and I'll send them a rar of all I've made so far.
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which file controls the reload wav file?
#2
Posted 26 January 2008 - 08:26 PM
Navigate to :
C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Sound
The audio clips for voice acting are in these folders:
F_Voice_1
M_Voice_1
M_Voice_2
M_Voice_3
Russian_Voice
In MP1 the Russian_Voice folder adds Eritrean voices
In MP2 the Russian_Voice folder adds Spanish voices
I would highly recommend creating or doing this in a mod you have already created.
If you find a file that says something similar to "LOADING!" you can replace the original with yours using the same file name.
All these sounds are in .wav format mono, 16bit, 22,000 Hz (22KHz) and will play in most media players when you double click a file.
As the GR engine chooses similar files randomly it may not always play.
After changing the file you will have to reconcile the sound using the sound volume editor in igor. You can point the editor to the sound folder of your choosing. This updates the .xml in your sound folder.
C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Sound
The audio clips for voice acting are in these folders:
F_Voice_1
M_Voice_1
M_Voice_2
M_Voice_3
Russian_Voice
In MP1 the Russian_Voice folder adds Eritrean voices
In MP2 the Russian_Voice folder adds Spanish voices
I would highly recommend creating or doing this in a mod you have already created.
If you find a file that says something similar to "LOADING!" you can replace the original with yours using the same file name.
All these sounds are in .wav format mono, 16bit, 22,000 Hz (22KHz) and will play in most media players when you double click a file.
As the GR engine chooses similar files randomly it may not always play.
After changing the file you will have to reconcile the sound using the sound volume editor in igor. You can point the editor to the sound folder of your choosing. This updates the .xml in your sound folder.
#3
Posted 26 January 2008 - 09:17 PM
Thanks for the response but I don't think my post was clear and to give you an idea of what I'm trying to figure out, let me give an example.
I already edited W_M16_RL.WAV, W_MP5_RL.WAV and W_SMP5_RL.WAV by adding audio I ripped from BHW.
Playing any mission and using BuzzGordon (weaponkit1-m16/m203) and KlausHenkel (weaponkit1- mp5/bomb) - whenever they reload, they both use the W_M16_RL.WAV. Why doesn't the mp5 reload using W_MP5_RL.WAV?
If I have Susan and Henry using silenced mp5s, I want individual "W_WhateverWeapon_RL.WAV" for each of them. But I can't find how to control what soldier/and/or/weapon uses a particular W_WhateverWeapon_RL.WAV.
I already edited W_M16_RL.WAV, W_MP5_RL.WAV and W_SMP5_RL.WAV by adding audio I ripped from BHW.
Playing any mission and using BuzzGordon (weaponkit1-m16/m203) and KlausHenkel (weaponkit1- mp5/bomb) - whenever they reload, they both use the W_M16_RL.WAV. Why doesn't the mp5 reload using W_MP5_RL.WAV?
If I have Susan and Henry using silenced mp5s, I want individual "W_WhateverWeapon_RL.WAV" for each of them. But I can't find how to control what soldier/and/or/weapon uses a particular W_WhateverWeapon_RL.WAV.
#4
Posted 26 January 2008 - 11:20 PM
oops
I understand now.
I thought it would be designated in the .GUN file but as you know, it is not.
I had a look in several equipment folders of a couple community mods and the rl sound wasn't designated in any of the gun files either.
I may be wrong, but it is possible the rl sound is designated in the weapons .qob file in the model folder.
I can open with notepad but it is all gibberish.
I understand now.
I thought it would be designated in the .GUN file but as you know, it is not.
I had a look in several equipment folders of a couple community mods and the rl sound wasn't designated in any of the gun files either.
I may be wrong, but it is possible the rl sound is designated in the weapons .qob file in the model folder.
I can open with notepad but it is all gibberish.
#5
Posted 26 January 2008 - 11:30 PM
No a .qob is really just the 3d model
Many of the sounds in GR are hard wired into the game engine (which takes its cue from the name in a string search)
example: the m35 truck sound only works if you call your truck m35 or include this in the name, similarly female voiced actors only use the female voice files if they are called "susan", "astra" etc
I'm just guessing here, but, it's quite possible that the reloading sound is triggered in a similar way
Many of the sounds in GR are hard wired into the game engine (which takes its cue from the name in a string search)
example: the m35 truck sound only works if you call your truck m35 or include this in the name, similarly female voiced actors only use the female voice files if they are called "susan", "astra" etc
I'm just guessing here, but, it's quite possible that the reloading sound is triggered in a similar way
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