Jump to content
Sign in to follow this  
spirit

Environment sounds

Recommended Posts

Hey guys,

Well i managed to finalize a lot on my watkins map and i am running in something i dont know yet. The environment sounds for the map.

I did manage to get sounds attached to the textures but when i open my winte rmap i hear all sorts of insects QWAAAARK en ttrrrrrr. Fine but not in the artic.

I seem to miss out where i can set the standard environment sound setting for the day and during the night.

Can anybody be of any help to that? Thanks in advance.

Spirit

Share this post


Link to post
Share on other sites

Well i am not a config file export but i try explain better. I have snow textures and rock textures. Now in the config i can link the sound to the textures like example below (just all files get water sound)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class wegisies : Default {

access = ReadOnly;

files = "*";

rough = 0.005;

dust = 0.01;

soundEnviron = "water";

character = "Empty";

};

That done then indeed everywere you walk you hear if walking on water. Just example going here, nothing i realy implement.

Now i killed all insects like example of another winter map.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class Ambient {

class BigBirds {

radius = 300;

cost = "((01 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 1.0;

cost = 1;

};

};

};

class Birds {

radius = 200;

cost = "(1 - night) * ((1 + (8 * sea)) - (6 * rain))";

class Species {

class Seagull {

probability = 1.0;

cost = 1;

};

};

};

class BigInsects {

radius = 0;

cost = "(0 - (0 * houses)) * (0 - night) * (0 - rain) * (0 - sea) * (0 - windy)";

class Species {

class DragonFly {

probability = "0.0 - (meadow * 0.0) + (forest * 0.0)";

cost = 0;

};

class ButterFly {

probability = "0.0 + (meadow * 0.0) - (forest * 0.0)";

cost = 0;

};

};

};

class BigInsectsAquatic {

radius = 0;

cost = "(0 * sea) * (0 - night) * (0 - rain) * (0 - windy)";

class Species {

class DragonFly {

probability = 0;

cost = 0;

};

};

};

class WindClutter {

radius = 0;

cost = "((40 - 6 * rain) * (3 * (windy factor [0.0, 0.0]))) * (4 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.0 - 0.0 * hills - 0.0 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.0 - 0.0 * hills - 0.0 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.0 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0.0 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.0 * trees + 0.0";

cost = 1;

};

class FxWindLeaf3 {

probability = "0.0 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 0;

cost = "(20 * (windy factor [0.0, 0.0])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 0;

cost = 1;

};

};

};

class SmallInsects {

radius = 0;

cost = "(00 - 0 * hills) * (0 - night) * (0 - rain) * (0 - sea) * (0 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (0 - deadBody) * (0.0 - forest * 0.0 - meadow * 0.0)";

cost = 0;

};

class HoneyBee {

probability = "(0 - deadBody) * (0.0 - forest * 0.0 + meadow * 0.0)";

cost = 0;

};

class Mosquito {

probability = "(0 - deadBody) * (0.0 * forest)";

cost = 0;

};

};

};

class NightInsects {

radius = 0;

cost = "(0 - 0 * hills) * night * (0 - rain) * (0 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 0;

cost = 0;

};

};

};

};

Works fine. So now i have watersound everywhere i walk and i have no insect flying.

Still the sound when i walk away from the coast is like a cricket (zzzz zzzzz zzzz) going nuts. Not to mention when it is night its sounds like one big insect party.

Where do i change that and better yet, where does this sound come from?

Share this post


Link to post
Share on other sites
post your island config in http://pastebin.com/

Hey Q, Tx for the offer mate and i might go make use of that if it aint what i think it is.

After some searching i came into this (for those intrested i post here). I didnt quite get the link i got before but i gues could have understood back then. The one down under gave direct hints to the cricket:)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgEnvSounds

{

class Default // editor - sounds from landscape

{

name = $STR_CFG_ENVSOUNDS_DEFAULT;

sound[]={"$DEFAULT$",0,1};

soundNight[]={"$DEFAULT$",0,1};

};

class Rain // rain

{

name = $STR_DN_RAIN;

sound[]={"\ca\Sounds\Env\hard_rain01",db-25,1};

soundNight[]={"\ca\Sounds\Env\hard_rain02",db-15,1};

};

class Sea // sea

{

name = $STR_DN_SEA;

sound[]={"\ca\Sounds\Env\wave_break_01",db-60,1};

soundNight[]={"\ca\Sounds\Env\wave_break_02",db-65,1};

};

class Meadows // default - no trees, no sea, no hills ...

{

name = $STR_DN_MEADOWS;

sound[]={"\ca\Sounds\Animals\crickets06",db-45,1};

soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1};

};

class MeadowsNight // default - no trees, no sea, no hills ...

{

name = $STR_DN_MEADOWS;

sound[]={"\ca\Sounds\Animals\crickets03",db-45,1};

};

class Trees // trees

{

name = $STR_DN_TREES;

sound[]={"\ca\Sounds\Env\treesbirds",db-65,1};

soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1};

};

class TreesNight // trees

{

name = $STR_DN_TREES;

sound[]={"\ca\Sounds\Animals\crickets03",db-55,1};

};

class Hills // hills > 250m

{

name = $STR_DN_HILLS;

sound[]={"\ca\Sounds\Env\wind_day",db-45,1};

soundNight[]={"\ca\Sounds\Env\wind_night",db-55,1};

};

class Wind

{

name = $STR_DN_WIND;

sound[]={,db-75,1};

};

class Combat // desinger effect

{

name = $STR_CFG_ENVSOUNDS_COMBAT;

sound[]={"\ca\Sounds\Env\battle1",db-45,1};

soundNight[]={"\ca\Sounds\Env\battle2",db-40,1};

};

};

Share this post


Link to post
Share on other sites

Et voila, my cricket is gone. Changed it to wind sound till i figured out something more fun.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×