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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Changing Weapon SFX

Author Topic: Changing Weapon SFX (13 messages, Page 1 of 1)
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Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 3, 2012 07:11 PM    Msg. 1 of 13       
I've changed the weapon SFX of some weapons.They sound really good but they seem to use their default sounds at the same time as the new sounds.(eg:OldSound plays at the same time NewSound is played.) Is there a way to stop the old sounds from being used?
Edited by Dumb AI on Feb 3, 2012 at 07:13 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Feb 3, 2012 10:51 PM    Msg. 2 of 13       
First, tell us how you modified the sfx.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 3, 2012 11:50 PM    Msg. 3 of 13       
Quote: --- Original message by: Dumb AI

I've changed the weapon SFX of some weapons.They sound really good but they seem to use their default sounds at the same time as the new sounds.(eg:OldSound plays at the same time NewSound is played.) Is there a way to stop the old sounds from being used?
Edited by Dumb AI on Feb 3, 2012 at 07:13 PM


Which sounds are you trying to replace, and where in the tags are you placing your new sounds?

When I started working with weapon sounds I found that it was remarkably confusing to track down some of the old sounds to get rid of them, but if you can tell me which sounds in particular you are having trouble with I might be able to help.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 4, 2012 12:32 AM    Msg. 4 of 13       
Quote: --- Original message by: game user10
First, tell us how you modified the sfx.

I swapped sounds with different sounds.What,did you think I used some magical unorthodox method combined with epic alien technology to change SFX?
Edited by Dumb AI on Feb 4, 2012 at 12:33 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 4, 2012 09:53 AM    Msg. 5 of 13       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: game user10
First, tell us how you modified the sfx.

I swapped sounds with different sounds.What,did you think I used some magical unorthodox method combined with epic alien technology to change SFX?
Edited by Dumb AI on Feb 4, 2012 at 12:33 AM


lol.... nice.

where are you putting the new sounds though.

For Example, the assault rifle:
Sound effects for ready, melee, and reload are added as "sound references" in the .model_animations tag and then selected from a dropdown a little futher down in the same tag to attach it to a specific animation.

Firing sounds on the other hand are in the fire bullet.effect tag that is attached at the bottom of the weapon tag.

so you have to make sure you are placing sounds in the correct places. So if you were to add the firing sound just like to added the other sounds and attach them to the fire-1 animation... then it would play both sound effects because you didn't remove the sound from the fire bullet.effect tag.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 4, 2012 03:03 PM    Msg. 6 of 13       
Oh,I see.That helps a lot!Thanks!I didn't know that sounds were used by the animations.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 4, 2012 06:16 PM    Msg. 7 of 13       
Quote: --- Original message by: Dumb AI
Oh,I see.That helps a lot!Thanks!I didn't know that sounds were used by the animations.


No problem, glad I could help.


hoboscience
Joined: Apr 22, 2011


Posted: Apr 16, 2012 10:27 PM    Msg. 8 of 13       
a question amung similiar sound issues...I'm trying to add a sound for the noise a turret would make each time it rotates along it's center axis. I have been messing with sound references in the animation file thinking this would do the trick but I haven't had much luck. Anyone know of a good solution to achieve this?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Apr 16, 2012 10:46 PM    Msg. 9 of 13       
Quote: --- Original message by: hoboscience
a question amung similiar sound issues...I'm trying to add a sound for the noise a turret would make each time it rotates along it's center axis. I have been messing with sound references in the animation file thinking this would do the trick but I haven't had much luck. Anyone know of a good solution to achieve this?


I have never made a turret, but it should work exactly the same way as what I do.

You need to first scroll down (in your .model_animations file) till you see sound references and add your sound effect.

Then you need to scroll down a bit further till you see the "animations" category.

Use the drop down to choose whatever animation you want the sound to play for.

Then scroll all the way down to the bottom and look for the last dropdown in the tag. It will be called "sound"

That dropdown is a list of all sound references that have been added to the tag, so simply use it to select the sound reference that you added earlier.



Hope that helps, let me know if you still have problems.


hoboscience
Joined: Apr 22, 2011


Posted: Apr 17, 2012 12:19 AM    Msg. 10 of 13       
Thanks for the detailed instructions...very easy to follow. Unfortunately this didn't work for me when I tried this. I think the problem is the animation I'm assigning the sound to. Stand Fixed Aim Still..... but maybe it could also be the class settings within the sound tag. I'm keep truckin along and let you know if I find a solution. Thanks


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Apr 17, 2012 10:12 AM    Msg. 11 of 13       
Quote: --- Original message by: hoboscience
Thanks for the detailed instructions...very easy to follow. Unfortunately this didn't work for me when I tried this. I think the problem is the animation I'm assigning the sound to. Stand Fixed Aim Still..... but maybe it could also be the class settings within the sound tag. I'm keep truckin along and let you know if I find a solution. Thanks


Hmm, sry that didn't work. I would guess that it has something to do with the animation.


hoboscience
Joined: Apr 22, 2011


Posted: Apr 17, 2012 11:07 AM    Msg. 12 of 13       
Maybe there is a workaround....

This turret is a cool concept I thought up, it's completed, just sound implementation now...To explain it briefly, the turret is a security camera, the actual camera (turret) is a kilometer away, So after entering the turret your camera viewpoint is transported a kilometer away where you are controlling a camera that fires lasers. When the camera rotates in direction I want to hear a mechancial sound from the camera. This is tricky because remember the frame of the camera is actually 1km away from your point of view, I don't want the sound to be coming from the frame a km away, the player will never hear it.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Apr 17, 2012 01:02 PM    Msg. 13 of 13       
Quote: --- Original message by: hoboscience
Maybe there is a workaround....

This turret is a cool concept I thought up, it's completed, just sound implementation now...To explain it briefly, the turret is a security camera, the actual camera (turret) is a kilometer away, So after entering the turret your camera viewpoint is transported a kilometer away where you are controlling a camera that fires lasers. When the camera rotates in direction I want to hear a mechancial sound from the camera. This is tricky because remember the frame of the camera is actually 1km away from your point of view, I don't want the sound to be coming from the frame a km away, the player will never hear it.


That is an interesting idea. I will be cool when you finish.

 

 
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