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New weapon sounds


Brettzies

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I found some nice M4 sounds of firing and silenced firing that would be great to add to my model. The sound xmls seem to be somewhat complex so I had few questions. My general method of tyring to mod new things into the game without breaking or changing old things is to find a similar asset and duplicate it's dir/file structure but with new names, then edit the xmls to point to the new files. After I get that working, I then begin changing the actual assets.

In this case, I was able to make a new sound/weapon/bp_m4v2 dir and populate it with 5 files. 2 soundbanks and 3 wavebank xmls. Changed the files from scar556_* to bp_m4v2_*. Then edited the top line of each xml's code to make sure it points to the correct dir. I also changed the code in the weapon unit to point to bp_m4v2_sound instead of scar556_sound. As usual, my first attempts failed and I got no sound for the weapon at all. However, after editing the settings.xml in the sound root and saving it in the local/english/sound dir, the sounds came back for the weapon. So, the dir sturcture is now correct to keep the old guns with their correct sounds and edit this one.

Here's where it gets tricky. I dont' want to create eniterly new sounds for every single echo and knob switch, just the main firing noises. I can see in the 3 wave.xmls that they have lines pointing to actual *.wav files which exist in the *.bank files of the main data/sound dir. I put four .wav files in the new dir structure I created. Then changed some of the lines of code to point to these, minus all of the extra time in/out, size, compression, tags in the main wavebank.xml. When I started the game, nothing changed, it still played the old sounds. I know that it's using these xmls, because if I move them, then I get no sound for the weapon. I didn't have much time to experiment with this, so maybe I picked the wrong lines to edit(it was the first couple though-add looked like the firing ones).

I guess my question is, can I replace certain lines of the xml code to point to new .wav files and still use the .bank file for other sounds? Or does it have to be one way or the other, meaning I'd need .wav files for each action. Also, I'm a bit confused on which wavebank.xml does what. It seems like they all do the same thing upon looking at the code, except they are named *sound*, *sound*_3rd, and *sound*_share.

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The answer to my question is : yes! Booya-ka-cha!

Had some free time tonight before I leave in a few days so I played with this a bit. I was able to get new M4 sounds into the game by editing the sound and wave xmls. As not to disrupt the sounds of the original scar556 I started by duplicating the dir structure and slowing changing the names and code to point to my files and dirs(my usual method). Once I got that working I started editing the wave xml for first person to point certain actions, namely firing and sd firing to new .wav files instead of packed .wav files in the .banks.

Still need to balance the single shot sounds a bit(3 variants) - they are loud and proud...but maybe a bit too distorted. The ends(3 variants) and the loop I made aren't bad. I especially like the sd versions with a solid clink at the end though.

I am waiting to hear from the original author if it's alright to use them or not. I hope so, because they are pretty good. But if not, anyone have any good M4 sounds they want to share?

Edited by Brettzies
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m4_graw_42_reload3rd.jpg

Brown (my favorite guinea pig) went a little crazy while testing the 3rd person sounds. I counted 14 mags from a differnent angle. Do these guys ever run out of ammo?

Got 3rd person sound working as well. You have to make 2shot and 3shot sounds plus variations, since they never seem to fire single shots, or go full auto. Sounds pretty brutal when all Ghosts have unsuppressed M4s and are engaged at once. :gun:

Edited by Brettzies
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