epabella Posted January 26, 2008 Share Posted January 26, 2008 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. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 26, 2008 Share Posted January 26, 2008 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. Quote Link to comment Share on other sites More sharing options...
epabella Posted January 26, 2008 Author Share Posted January 26, 2008 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. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 26, 2008 Share Posted January 26, 2008 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. Quote Link to comment Share on other sites More sharing options...
Phlookian Posted January 26, 2008 Share Posted January 26, 2008 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 Quote Link to comment Share on other sites More sharing options...
Doc. Caliban Posted July 4, 2012 Share Posted July 4, 2012 (edited) 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 I'm just starting to try to figure this out ... I renamed my custom GL to token "WPN_M203" = "M203" and I still don't get the GL reload sound. I also tried changing the token to "WPN_M203" and commenting out the line in my strings.txt since the original one picks up the token reference and names the weapon accordingly. I am using weapon motion type 4. Still looking .... EDIT: I just disabled all mods and used the M203 in the game ... no reloading sound. Maybe there is another GL that uses it and that token name will work. EDIT: The OCIWGL doesn't use the reload sound either. Does anyone remember ever hearing a GL make a reload sound? The M203 uses the sound, "w_gp25_ss.wav" when it fires and there is a corresponding "w_gp25_rl.wav" reload sound that I never hear. Likewise, there is a "w_glaunch1.wav" sound and a corresponding "w_glaunch1_rl.wav" sound, but I never hear that reload either. EDIT: It looks like the reload sound is in fact controlled (at least in part) by the weapon motion type. I changed the M24 bolt gun from type 3 to typ 2 and the reload sound went away. I then changed the M16 from type 1 to type 3 and two things happened: The reload sound changed to that of the M24, and it also made the reload sound between each shot. So the GL type 4 simply does not envoke the GL reload sound for some reason. I've noticed a bug where firing a grenade launcher and switching back to the primary immediately causes the primary to fire ... dumping the whole mag if it's set to full auto when you make the swtich. I think this has something to do with the length of the GL sound file so I wonder if that has something to do with it. By rights, the M203 should work the same way that the M24 does: Every time you fire it, it should automatically reload and make the reload sound. The rate of reload would simply be slower, but the rest should work the same. I wonder why they didn't do this? So as of right now, I cannot find a way to envoke the GL reload sound at all. -Doc Edited July 4, 2012 by Doc. Caliban Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 4, 2012 Share Posted July 4, 2012 Never realized it before but you are right, no reload sound for a g/l reload here either. Quote Link to comment Share on other sites More sharing options...
Doc. Caliban Posted July 4, 2012 Share Posted July 4, 2012 Never realized it before but you are right, no reload sound for a g/l reload here either. I think that it may be related to them finding the bug that I've seen with my custom GL: If the sound of the GL firing is still playing when I try to switch weapons, the result is that the primary comes back up in a state of being fired ... if it's in full auto, it dumps the whole magazine. The reason I beleive it's related to the sound file is that when this happens, the primary sound does not play ... it just silently fires in full auto making you think that you're under fire all of the sudden because all you hear are the bullet strikes! I'm thinking that perhaps they found that when firing the GL and letting it make the automatic reload sound like the sniper rifle does, changing back to the primary during that reload sound causes the same issue. Removing the reload sound trigger fixes it at the cost of no reolad sound. If that's the case, and it's just speculation on my part, then it's too bad that they didn't still allow the reload sound during manual reloading. -Doc Quote Link to comment Share on other sites More sharing options...
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