[aps]gnat 28 Posted September 2, 2012 Per request and as I can't see anything in the BIKI (which I'll do later) For more detail on default classes of sounds available, use a config explorer or the ALLINONE config available from Dev-Heaven. The faces used in the ROADWAY LODs in 3d models provides at least 2 functions. (This is very similar to how surface sounds are defined for Terrains also) First, defining what the game engine considers a floor or roadway, so things dont fall through Second, defines the sound that surface generates when it for example is walked on. The later is defined in CfgSurfaces and then directly ascociated with a "Man" character via class SoundEnvironExt in class CAManBase. Modder and Terrain makers can either use the default definitions or add classes. As the default definitions are over 1000 lines, heres are samples instead; class CfgSurfaces { ... ... class Water { access = 2; files = "more_anim*"; rough = 0; dust = 0; soundEnviron = "water"; friction = 0.9; restitution = 0; isWater = 1; character = "Empty"; impact = "default_Mat"; }; class Roadway: Default { access = 2; files = "silnice*"; rough = 0.005; dust = 0.01; soundEnviron = "road"; character = "Empty"; }; class Parkety: Default { access = 2; files = "parkety*"; rough = 0.005; dust = 0.001; soundEnviron = "parkety"; character = "Empty"; }; class Lepenka: Default { access = 2; files = "lepenka*"; rough = 0.001; dust = 0.001; soundEnviron = "lepenka"; character = "Empty"; }; ... ... class Asfalt: Roadway { access = 2; files = "asfalt*"; rough = 0.01; dust = 0.05; soundEnviron = "road"; character = "Empty"; }; class Cesta: Roadway { access = 2; files = "cesta*"; rough = 0.08; dust = 0.15; soundEnviron = "dirt"; character = "Empty"; }; class Sterk: Default { access = 2; files = "sterk*"; rough = 0.08; dust = 0.15; soundEnviron = "gravel"; character = "Empty"; }; ... ... class Metal: Default { access = 2; files = "plechprolis*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Plech: Default { access = 2; files = "plech*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Iron: Default { access = 2; files = "ocel*"; rough = 0.1; dust = 0.1; soundEnviron = "metal"; character = "Empty"; impact = "Impact_Metal"; }; class Wave_plate: Default { access = 2; files = "vlnityplech*"; rough = 0.1; dust = 0.1; soundEnviron = "wave_plate"; character = "Empty"; impact = "Impact_Metal"; }; class Beton: Default { access = 2; files = "kameny"; rough = 0.1; dust = 0.1; soundEnviron = "concrete_ext"; character = "Empty"; }; class Carpet: Default { access = 2; files = "dum_mesto_koberec*"; rough = 0.1; dust = 0.1; soundEnviron = "carpet"; character = "Empty"; }; ... ... The important parameters are the files = soundEnviron = This is the file name of the texture that the sound will be associated with. A hint of what the sound is is usually possible from the "soundEnviron" parameter. When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound. EG files = "plechprolis*"; (soundEnviron = "steel"; ) Is trigger via the default texture; ca\buildings\data\plechprolis.pac Note the use of the * (star). This works as it looks, as a wild-card for file names. The actual sound file(s) played (for Man class) come from the SoundEnvironExt definitions. i.e. for "steel" as above; steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........ Default classes for sound files. class SoundEnvironExt { normalExt[] = normal[] = road[] = rock[] = water[] = gravel[] = gravel2[] = sand[] = drygrass[] = grass[] = forest[] = mud[] = wood[] = wood_int[] = carpet[] = concrete_int[] = concrete_ext[] = metal[] = steel[] = hallway[] = dirt[] = parkety[] = wave_plate[] = lepenka[] = }; Related Threads http://forums.bistudio.com/showthread.php?127296-different-sounds-inside-a-building http://forums.bistudio.com/showthread.php?85582-Adding-footstep-sounds http://forums.bistudio.com/showthread.php?69228-Custom-sounds http://forums.bistudio.com/showthread.php?68338-Roads-and-their-proper-sounds http://forums.bistudio.com/showthread.php?67191-List-of-soundEnviron http://forums.bistudio.com/showthread.php?65081-Sound-(-forest-and-snow-) Side note Surface sounds for vehicles are defined within each vehicle class via sound classes like TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut etc etc 1 Share this post Link to post Share on other sites
max power 21 Posted September 2, 2012 Very nice post, Gnat! Thank you! Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 2, 2012 Thanks MP Now in BIKI also Share this post Link to post Share on other sites
.kju 3244 Posted September 2, 2012 very nice. good job Share this post Link to post Share on other sites
Robster 11 Posted September 2, 2012 Really appreciated GNAT !!! I guess I'm going to discuss this a bit with the sound & config guys to see what we can get... Share this post Link to post Share on other sites
Meatball0311 79 Posted December 1, 2012 Thanks for taking the time to post this helpful thread! Share this post Link to post Share on other sites