Brettzies Posted March 23, 2007 Share Posted March 23, 2007 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. Quote Link to comment Share on other sites More sharing options...
bat21 Posted March 23, 2007 Share Posted March 23, 2007 I too have been needed the answer to this question. I have been modding the default weapons and wanted to add custom sounds. I have had no luck with them and would like to see the answer to this question. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 27, 2007 Author Share Posted March 27, 2007 (edited) 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 March 27, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 27, 2007 Author Share Posted March 27, 2007 I was just trying it out a bit(though I should be asleep). Man, the loud M4 is kind of satisfying to shoot and the sd clink is cool too. Reminds of Tears of the Sun. I hope that guy comes through, cross your fingers. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 27, 2007 Share Posted March 27, 2007 the original gr m16 sound and silenced m4 sound from that game is what I use for my m4 in css. they still sound good to me. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 27, 2007 Author Share Posted March 27, 2007 the original gr m16 sound and silenced m4 sound from that game is what I use for my m4 in css. they still sound good to me. Actually I thought about using those since they are ubi games. I always liked the m4 sound in [GR]. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 28, 2007 Share Posted March 28, 2007 meee too =P Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 28, 2007 Author Share Posted March 28, 2007 (edited) 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. Edited March 28, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 28, 2007 Share Posted March 28, 2007 Nice! I cant wait to get this from you. I have been woundering how this is done. Quote Link to comment Share on other sites More sharing options...
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