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Berghoff
Feb 9 2005, 21:14
I got some nice footstep sounds somewhere for forest, rocky, and mudy ground textures.

Is it possible to add these somehow so that you can hear them when your walking on 1 of these surfaces? I know it is somewhere in the island config but how and where?

Berghoff
Feb 10 2005, 11:46
I found this in kegsnowcain config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Snow environment sound
#define SNOW_ENVIRON_SOUND soundEnviron&#91;&#93;={&#34;&#92;KEGnoecain_snow&#92;sound&#92;snowstep1.wav&#34;,0.001426,1.3};&#92;
class SoundEnvironExt&#92;
{&#92;
normalExt&#91;&#93; = {{&#34;People&#92;dirt_L&#34;,db-110,1},{&#34;People&#92;dirt_R&#34;,db-110,1},{&#34;People&#92;grass_L&#34;,db-115,1},{&#34;People&#92;grass_R&#34;,db-115,1},{&#34;People&#92;grass_L&#34;,db-115,1},{&#34;People&#92;grass_R&#34;,db-115,1},};&#92;
normal&#91;&#93; = {{&#34;People&#92;dirt_L&#34;,db-110,1},{&#34;People&#92;dirt_R&#34;,db-110,1}};&#92;
road&#91;&#93; = {{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;People&#92;concrete_R&#34;,db-95,1},{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;People&#92;concrete_R&#34;,db-95,1},{&#34;People&#92;gravel_L&#34;,db-95,1},{&#34;People&#92;gravel_R&#34;,db-95,1},{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;People&#92;concrete_R&#34;,db-95,1}};&#92;
rock&#91;&#93; = {{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;People&#92;concrete_R&#34;,db-95,1},{&#34;People&#92;gravel_L&#34;,db-95,1},{&#34;People&#92;gravel_R&#34;,db-95,1},{&#34;People&#92;sand_L&#34;,db-110,1},{&#34;People&#92;sand_R&#34;,db-110,1},{&#34;People&#92;gravel_L&#34;,db-95,1},{&#34;People&#92;gravel_R&#34;,db-95,1},{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;People&#92;concrete_R&#34;,db-95,1}};&#92;
water&#91;&#93; = {{&#34;People&#92;water_L&#34;,db-90,1},{&#34;People&#92;water_R&#34;,db-90,1}};&#92;
gravel&#91;&#93; = {{&#34;People&#92;gravel_L&#34;,db-95,1},{&#34;People&#92;gravel_R&#34;,db-95,1}};&#92;
sand&#91;&#93; = {{&#34;People&#92;sand_L&#34;,db-110,1},{&#34;People&#92;sand_R&#34;,db-110,1},{&#34;People&#92;sand_L&#34;,db-110,1},{&#34;People&#92;sand_R&#34;,db-110,1},{&#34;People&#92;gravel_L&#34;,db-95,1},{&#34;People&#92;gravel_R&#34;,db-95,1}};&#92;
drygrass&#91;&#93; = {{&#34;People&#92;drygrass_L&#34;,db-110,1},{&#34;People&#92;drygrass_R&#34;,db-110,1},{&#34;People&#92;grass_L&#34;,db-115,1},{&#34;People&#92;grass_R&#34;,db-115,1},{&#34;People&#92;forest_L&#34;,db-110,1},{&#34;People&#92;forest_R&#34;,db-110,1}};&#92;
grass&#91;&#93; = {{&#34;People&#92;grass_L&#34;,db-115,1},{&#34;People&#92;grass_R&#34;,db-115,1},{&#34;People&#92;drygrass_L&#34;,db-110,1},{&#34;People&#92;drygrass_R&#34;,db-110,1}};&#92;
forest&#91;&#93; = {{&#34;People&#92;forest_L&#34;,db-110,1},{&#34;People&#92;forest_R&#34;,db-110,1},{&#34;People&#92;grass_L&#34;,db-115,1},{&#34;People&#92;grass_R&#34;,db-115,1},{&#34;People&#92;dirt_L&#34;,db-110,1},{&#34;People&#92;dirt_R&#34;,db-110,1},{&#34;People&#92;mud_L&#34;,db-110,1},{&#34;People&#92;mud_R&#34;,db-110,1}};&#92;
mud&#91;&#93; = {{&#34;People&#92;mud_L&#34;,db-110,1},{&#34;People&#92;mud_R&#34;,db-110,1},{&#34;People&#92;mud_L&#34;,db-110,1},{&#34;People&#92;mud_R&#34;,db-110,1},{&#34;People&#92;water_L&#34;,db-90,1},{&#34;People&#92;water_R&#34;,db-90,1}};&#92;
wood&#91;&#93; = {{&#34;People&#92;wood_L&#34;,db-110,1},{&#34;People&#92;wood_R&#34;,db-110,1}};&#92;
metal&#91;&#93; = {{&#34;People&#92;metal_L&#34;,db-110,1},{&#34;People&#92;metal_R&#34;,db-110,1}};&#92;
snow&#91;&#93; = {{&#34;People&#92;snow_L&#34;,db-90,1},{&#34;People&#92;snow_R&#34;,db-90,1}};&#92;
hallway&#91;&#93; = {{&#34;People&#92;hall_L&#34;,db-90,1},{&#34;People&#92;hall_R&#34;,db-90,1}};&#92;
fallbody&#91;&#93;={{&#34;People&#92;fall_to_ground&#34;,db-60,1}};&#92;
laydown&#91;&#93;={{&#34;People&#92;down&#34;,db-100,1}};&#92;
standup&#91;&#93;={{&#34;People&#92;up&#34;,db-110,1}};&#92;
crawl&#91;&#93;={{&#34;People&#92;crawl&#34;,db-115,1}};&#92;
KEGsnow&#91;&#93;={{&#34;&#92;KEGnoecain_snow&#92;sound&#92;snowstep1.wav&#34;,0.001426,1.3}};&#92;
KEGsnow_rck&#91;&#93;={{&#34;People&#92;concrete_L&#34;,db-95,1},{&#34;&#92;KEGnoecain_snow&#92;sound&#92;snowstep1.wav&#34;,0.001426,1.3}};&#92;
KEGsnow_forest&#91;&#93;={{&#34;&#92;KEGnoecain_snow&#92;sound&#92;snowstep1.wav&#34;,0.001426,1.3},{&#34;People&#92;forest_L&#34;,db-110,1},{&#34;&#92;KEGnoecain_snow&#92;sound&#92;snowstep1.wav&#34;,0.001426,1.3},{&#34;People&#92;forest_R&#34;,db-110,1},{&#34;People&#92;grass_L&#34;,db-115,1}};&#92;
};

class CfgSurfaces
{
class KEGnoecain_snow
{
files=&#34;kegj9http://forums.bistudio.com/oldsmileys/rock.gif???&#34;;
rough=0.105000;
dust=0.000000;
soundEnviron=&#34;KEGsnow&#34;;
};
class KEGnoecain_snow2
{
files=&#34;kegj9&#34;;
rough=0.105000;
dust=0.000000;
soundEnviron=&#34;KEGsnow&#34;;
};
class KEGnoecain_rock
{
files=&#34;kegk5http://forums.bistudio.com/oldsmileys/rock.gif???&#34;;
rough=0.045000;
dust=0.000000;
soundEnviron=&#34;KEGsnow&#34;;
};
class KEGnoecain_rock2
{
files=&#34;kegk5&#34;;
rough=0.045000;
dust=0.000000;
soundEnviron=&#34;KEGsnow_rck&#34;;
};
class KEGnoecain_forest
{
files=&#34;kegfo?http://forums.bistudio.com/oldsmileys/rock.gif??&#34;;
rough=0.155000;
dust=0.005000;
soundEnviron=&#34;KEGsnow&#34;;
};
class KEGnoecain_forest2
{
files=&#34;kegfo&#34;;
rough=0.155000;
dust=0.005000;
soundEnviron=&#34;KEGsnow_forest&#34;;
};
class KEGnoecain_road
{
files=&#34;kegsil&#34;;
rough=0.005;
dust=0.01;
soundEnviron = road;
};
class KEGnoecain_road2
{
files=&#34;kegasfaltka&#34;;
rough=0.006;
dust=0.01;
soundEnviron = road;
};
class KEGnoecain_cesta
{
files=&#34;kegcesta*&#34;;
rough=0.011;
dust=0.00;
soundEnviron = road;
};

}
[/QUOTE]
I know this has something to do with it.

But I got 6 custom sounds (forest, grass, rock, mud, leaves, softsnow) for my Island. So can anyone explain how to do this? TIA


http://forums.bistudio.com/oldsmileys/smile_o.gif

Scanger
Feb 10 2005, 18:02
Hi BergHoff,
I&#39;ve never made islands only things like fields etc, and they use the CfgSurfaces to change the sounds when you stand on em.

example:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces
{
class default {};
class GrassGreen&#58; default
{
access=2
files=&#34;texture*&#34;;
rough=0.090000;
dust=0.200000;
soundEnviron=&#34;grass&#34;;
};
};[/QUOTE]

files="texture*"; refers to the texture of the ground you are standing on, may also be like this files="texture"; - star omitted, star is like a wildcard for multiple textures with same name eg. texture1 texture2 texture3

soundEnviron="grass"; covers the sound you hear when standing on that texture. i don&#39;t know if you can link straight to your own sounds there, by the looks of kegs example they need to be declared above

eg
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoundEnvironExt&#92;
{&#92;
MYSnow&#91;&#93;={{&#34;&#92;MYIsland&#92;sound&#92;snowstep.wav&#34;,0.001426,1.3}};&#92;
}; [/QUOTE]

//using this eg. soundEnviron="MYSnow"; should be in CfgSurfaces

of course since i don&#39;t do islands this is all speculation but i think it&#39;s worth a try, if anyone else knows for sure why not lend a hand...meanwhile i&#39;ll try my hand at a very crude island to see if i can get it working, no promises though

Scanger

edit: we&#39;re gonna need an example from an island that already has the feature.
i tried Kegs Winter Nogojev addon v1.1 but i don&#39;t get the snow footstep sounds, maybe it&#39;s my OFP install but unless i can get it working it&#39;ll be pointless trying myself, can you hear the snow steps in Winter Nogojev addon v1.1?

but i&#39;m still on it :)

Scanger
Feb 12 2005, 03:02
got this from the BIS 1.91 config.cpp file

/*&#33;
&#92;patch 1.43 Date 1/22/2002 by Ondra
- Fixed: CfgSurfaces protected against addon modification.
*/

guess thats our answer

Berghoff
Feb 12 2005, 18:20
http://forums.bistudio.com/oldsmileys/sad_o.gif ah too bad.

Can it be done with a script perhaps?

Scanger
Feb 13 2005, 06:16
no i&#39;d say that&#39;s not doable given that it relies on ground textures and theres no script command that can locate them, BUT i found a way around it....there are positives and negatives.

Positives=i got the sounds changed
Negatives=can&#39;t really be implemented into an addon, more of a mod so i&#39;d recommend it for personal use and preference rather than releasing it...that said, it could be released since it doesn&#39;t modify any original game file.

heres the method:

Make folder with any name in your root "OperationFlashpoint" folder...in my case i made "E:&#92;Games&#92;OperationFlashpoint&#92;MyMod&#92;" and inside this folder make another folder called "Bin" and another called "Addons"

Copy contents of "&#92;OperationFlashpoint&#92;Res&#92;Bin&#92;" into your "Bin" folder that you just created

Go here Breathe Website (http://www.flashpoint1985.com/breathe/) and download Commented_Config_191.zip

Extract the zips contents into your "OperationFlashpoint&#92;MyMod&#92;Bin" directory(replace files if asked)

Next open "cfgVehicles.hpp" in a text editor and search for the string below: this is merely to find our bearings
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEnviron&#91;&#93;={People&#92;dirt_L,db-70,1};[/QUOTE]
below that you will see a load of different info relating to footstep sounds eg. "People&#92;gravel_L",db-95,1"

Modify the ones that you wish to change:
eg.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{&#34;People&#92;Grass_L&#34;,db-115,1}[/QUOTE]
i changed to:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{&#34;&#92;MyNewFootsteps&#92;sirena.ogg&#34;,db-115,1}[/QUOTE]

Next put your sounds into a folder eg. "MyNewFootsteps" then compress this into a PBO "MyNewFootsteps.pbo" (NO CONFIG.CPP FILE NEEDED IN THIS PBO-IT&#39;S ONLY AN ARCHIVE)

Place "MyNewFootsteps.pbo" into YOUR addon folder
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#92;OperationFlashpoint&#92;MyMod&#92;Addons&#92;[/QUOTE]

Make shortcut to FlashpointResistance.exe anywhere.

Get properties of it and make it look like this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#92;FLASHPOINTRESISTANCE.EXE -mod=MyMod[/QUOTE]

Start the Game using this shortcut

Your sounds should be changed now and no critical files have been modified, just run the normal shortcut when u don&#39;t wanna use your sounds.

You may need to mess around with the db-115,1 values on the sounds to make them more audible.

Hope this works for you too.

Scanger