Kydoimos 916 Posted March 10, 2016 Hi all! I was hoping one of you kind souls might be able to tell me how to define the audio for gunfire in house / structure models. As I am sure you're aware, with the new audio update, gunfire sounds different from within a building; I just want to know how it's done! Thanks as always, for any help on the subject! Share this post Link to post Share on other sites
Jackal326 1182 Posted March 10, 2016 As far as I'm aware (I may be wrong, as I haven't really played around with defining any weapons that don't directly inherit sounds from default weapons), the interior sounds are part of the tails defines: // WHATEVER CFGWEAPONS DEFINES class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_01",0.70794576,1,10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_02",0.70794576,1.1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_01",2.5118864,1,1400}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_02",2.5118864,1,1400}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_03",2.5118864,1,1400}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; class SoundTails { class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_trees",1.0,1,1400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_forest",1.0,1,1400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_interior",1.5848932,1,1400}; frequency = 1; volume = "interior"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_meadows",1.0,1,1400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_houses",1.0,1,1400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; As you'll see in the above example (taken from the MK20's) the 'Interior' tail also has a higher volume (1.5848932) as opposed to 1.0 the other tails have. Share this post Link to post Share on other sites
Kydoimos 916 Posted March 10, 2016 Jackal, thanks mate - that's super :) I wonder how the game engine knows when to play the 'interior' tail sound? I was thinking I might have had to add something to a LOD. Perhaps, simply inheriting the house config might be enough? I was curious as to how the 'interior' is detected on the model. Maybe it detects the location of the geometry (e.g., four walls, ceiling, etc.). I'll test it out and see if the 'interior tail' plays inside my structure by default! Thanks again, matey! Really appreciate the help! Share this post Link to post Share on other sites
Jackal326 1182 Posted March 10, 2016 Jackal, thanks mate - that's super :) I wonder how the game engine knows when to play the 'interior' tail sound? I was thinking I might have had to add something to a LOD. Perhaps, simply inheriting the house config might be enough? I was curious as to how the 'interior' is detected on the model. Maybe it detects the location of the geometry (e.g., four walls, ceiling, etc.). I'll test it out and see if the 'interior tail' plays inside my structure by default! Thanks again, matey! Really appreciate the help! I'm not entirely sure, but I seem to remember one of the devs making mention its something to do with the geometry LOD. However, this is back when the new sound system hit DEV branch (i.e. many moons ago) so my memory could be failing me. Share this post Link to post Share on other sites
Kydoimos 916 Posted March 14, 2016 Thanks Jackal326, for all your help :D Sadly, I tested firing inside my building today and the sound does not change by default; there must be something in the model that notifies where the audio tails should be changed. Indeed, it may well be in the Geometry LOD - does anyone have any ideas? I've scoured the internet and can't find anything! Share this post Link to post Share on other sites
x3kj 1247 Posted March 17, 2016 the material/texture on the roadway LOD defines what sound environment you are in. 2 Share this post Link to post Share on other sites