View Full Version : modularSoundTemplate (mST) initial release
.kju [PvPscene]
Jun 22 2009, 16:40
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The modularSoundTemplate is a project base for sound designers for their
personal sound replacement project for ArmA II.
It has a unique structure to allow maximum modularity to make it easy
for the common user to mix different sound designers work to their personal
preference.
For more information, please visit the mST wiki page (http://dev-heaven.net/wiki/kmp-mst).
Sorry took longer than expected. I hope you sound designers find it useful. :bounce3:
It took me bloody many noons. :banghead:
Please leave your feedback, suggestion and especially thoughts on the
license in the mST issue tracker (http://dev-heaven.net/projects/kmp-mst/issues). Thanks!
scubaman3D
Jun 22 2009, 17:24
cool idea kju
mrcash2009
Jun 22 2009, 17:32
Nice one mate!
Now from this point onward I hope that we can all see modular sound modding for the future of Arma2.
Heli sound pack, foot effects sound pack, gun model type sound packs, bullet crack pack, ambient sound pack, voice sound packs ... all pbo's to work with each other ... ooh its an Arma audiophiles dream :)
Sound modders focusing on one area of the games sound to perfect it to the best, rather than making entire changes with very low quality over all (no one in particular just an example) could hopefully be a thing of the past :)
Mark XIII
Jun 22 2009, 18:49
Thanks mate, you never fail to deliver :)
Looks smart. :)
Thanks for the effort.
Alex
MadDogX
Jun 23 2009, 09:19
Awesome! I think a lot of people have been waiting for something like this. Hopefully the sound modders will pick it up and use it wisely.
Very nice work. :)
CarlGustaffa
Jun 23 2009, 09:57
Great initiative. Hope it will be picked up and used.
Mark XIII
Jun 23 2009, 14:25
Ok, I'm using it...However I have an issue.
I'm trying to define more than 1 grenade explosion and having ZERO luck. I've tried what little I know from A1, and some guesswork on A2 but no good :(
Please can someone assist me with this, else the 472 explosions I made for NA are useless :(
class Default;
class CfgAmmo
{
class Grenade: Default
{
soundHit[] ={"Ca\sounds\Weapons\explosions\grenade_new1",15.8489,1,1000};
^^This is Kju's module for grenade ammo, it currently has 1 sound, I want to add at least 10-15 new sounds, like andersson defined for me in Novus Aevum. Anyways, if some bright spark could help me I'd really appreciate it :). At the end of the day it doesn't matter if that 1 nade sound is awesome....its still only 1 nade sound :(
Thanks in advance
Mark XIII
.kju [PvPscene]
Jun 23 2009, 21:29
Mark XXI check:
y\modularSoundTemplate\CfgAmmo\addons\CfgAmmo__Hits_BulletBase_RS_MyTag\config.cpp
It could be that different sounds for different surfaces only works on bullets.
You said andersson got it working for your A1 mod?
Please copy the config to http://pastebin.com/.
:bounce3:
andersson
Jun 23 2009, 21:54
kju, DL hifi_NA if you dont have it and take a look in the ammo config. You have skill and understanding to see how its done.
I dont have arma2 yet so I dont know what can be done and what not. I need the configs to know whats possible to squeeze out.
BTW, good initiative. I havent looked at it but soundmodders need a good template that makes lifes easier for them and the users! Maybe, if you like, I can help you with this later on when Im all set?
.kju [PvPscene]
Jun 24 2009, 10:46
Please post the config in paste. Thanks. :)
Mark XIII
Jun 24 2009, 13:30
pasted!
http://pastebin.com/m69b9e17a
This is taken directly from our Novus Aevum AMMO.pbo. It shows multiple hits, I tried to add this myself, but I guess my knowledge is lacking...
.kju [PvPscene]
Jun 24 2009, 14:35
Well first of do you mean vehicle explosion sounds on destruction or delayed explosions
sounds or are we talking about hand grenade impact sound?
If for the last, well just do as seen in your example or the file I told you above.
Define multiples single sounds and make an array and list all single sounds in there.
If you mean the other, you have to track down if that sound is used or a different
definition. You can try to PM Maddmatt about that question if needed.
Mark XIII
Jun 24 2009, 15:43
Thanks Kju, I ment grenade 'hits' or explosions, just like listed in the NA config I pasted, for now thats enough maybe later I'll look at vehical/building destruct sounds :). I understand what you mean, infact I actually did this but to no avail...I shall however try again, if it fails this time I will upload my pbo complete with sounds & config file.
Back on topic...
I've already made a bullethits module uses these templates, took about 10 minutes to do so I MUST STRESS....
SOUND MODDERS PLEASE USE MODULAR SYSTEM FOR A2!!!
UPDATE!!!
I have made a new config based on hifi NA but using Kju's templates, I've uploaded the config for you guys to look at...I see nothing wrong with it, but it fails to work at all, yet I get noooo errors :(
http://pastebin.com/m1dc6872c
^^ Please have a look, I fail too see the problem, i really hope BIS didn't take away all those hit classes for explosions.....:(
Mark XIII
Jun 26 2009, 11:46
// HiFi_X_HG by Mark XIII
// CfgAmmo_HiFi_X_HG.pbo
class CfgPatches
{
class CfgAmmo_HiFi_X_HG
{
units[] = {};
weapons[] = {};
requiredVersion = 1.01;
requiredAddons[] = {"CAWeapons2_RPG18","CATracked","CAWeapons_bizon","CAWheeled2_BTR90","CATracked2_BMP3","CA_Modules_ARTY","CAAir","CA_AIR2_Su25","CATracked2_2S6M_Tunguska","CAAir2_F35B","CAweapons_m107","CAWheeled2_V3S","CABuildings","CAWeapons_VSS_vintorez","CAAir2_MQ9PredatorB","CAWeapons_SPG9","CAWeapons_Kord","CAAir2_C130J","CAWheeled2_M1114_Armored","Warfare2","CAAir3_Su34","CAWeapons_2b14_82mm_Mortar","CAWheeled3_TT650","CAWheeled2_MTVR","CAWeapons2","CATracked2_us_m270mlrs","CASounds","CAUI","CATracked2_T90","CAWater2_smallboat_1","Arma2_Ka52","CAWheeled2_TowingTractor","CAWheeled2_GAZ39371","CA_Modules_Alice","CACharacters","CAAir2","CAAir2_Pchela1T","CAAir2_MV22","CAWheeled2_MMT","CAWater","CAWheeled","CAWheeled_Offroad","CAWheeled2_Kamaz","CAAir2_UH1Y","CAWeapons","CAWeapons_M252_81mm_Mortar","CAWeapons_M1014","HALO_Test","CAWheeled2_LAV25","CA_CruiseMissile","CAWeapons_AK","CAWheeled2_VWGolf","CAWeapons_Warfare_weapons","CATracked2_AAV","CAWeapons2_SMAW","CAData","CAA10","CAweapons_ksvk","CAAnimals","CAWater2_fishing_boat","CACharacters2","CAWeapons_Colt1911","CAWheeled3_M1030","CATracked2_T34","CAWeapons_Saiga12K","CAWater2_seafox","CAWeapons_DMR","CAWheeled2_Ikarus","CAWeapons2_HuntingRifle","CAWheeled_Pickup","CAWheeled2_LADA"};
};
};
class GrenadeCore;
class CfgAmmo
{
class GrenadeBase: GrenadeCore
{
soundHit1[] = {"HiFi_X_HG\hit_default_01",3.16228,1,600};
soundHit2[] = {"HiFi_X_HG\hit_default_02",3.16228,1,600};
soundHit3[] = {"HiFi_X_HG\hit_default_03",3.16228,1,600};
soundHit4[] = {"HiFi_X_HG\hit_default_04",3.16228,1,600};
hitGround[] = {"soundHit1", 0.25, "soundHit2", 0.25,"soundHit3", 0.25, "soundHit4", 0.25};
};
};
^^ The config I redid, game loads but nothing sounds :(
Any idea's ?
mrcash2009
Jun 26 2009, 12:18
BIS really needs to lend some pointer I think, any wiki updates for this at all?
i really hope BIS didn't take away all those hit classes for explosions.....
What does that mean? That we cannot have multiple explosion sounds for the same weapon? If not i know who's got more work to do. Hello BIS! :)
Alex
^^ Please have a look, I fail too see the problem, i really hope BIS didn't take away all those hit classes for explosions.....:(
They did not. Just define surface classes.
Mark XIII
Jun 26 2009, 15:22
share an example please :)
http://pastebin.com/m79d3d9a1
Vo.2:
What is that last value "1000"?
...grenade1.wss", db24, 1, 1000};
Sorry for OT guys. Just want to know. :)
Alex
The fade out distance afaik.
Mark XIII
Jun 26 2009, 17:10
Thankyou, that looks good, I'll try it out and let you know how I get on.
Thanks for sharing :)
EDIT: No Good for me, I can see nothing wrong with it, I get NO errors, but again also NO sounds, just same bis one....over and over :(
anyways, I may have messed it up so have a look...
class GrenadeCore;
class CfgAmmo
{
class GrenadeBase: GrenadeCore {
soundDefault1[] = {"HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
soundDefault2[] = {"HiFi_X_HG\hit_default_02.wss", db24, 1, 1000};
soundDefault3[] = {"HiFi_X_HG\hit_default_03.wss", db24, 1, 1000};
soundDefault4[] = {"HiFi_X_HG\hit_default_04.wss", db24, 1, 1000};
soundGroundSoft1[] = {"HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
soundGroundSoft2[] = {"HiFi_X_HG\hit_default_02.wss", db24, 1, 1000};
soundGroundSoft3[] = {"HiFi_X_HG\hit_default_03.wss", db24, 1, 1000};
soundGroundSoft4[] = {"HiFi_X_HG\hit_default_04.wss", db24, 1, 1000};
soundGroundHard1[] = {"HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
soundGroundHard2[] = {"HiFi_X_HG\hit_default_02.wss", db24, 1, 1000};
soundGroundHard3[] = {"HiFi_X_HG\hit_default_03.wss", db24, 1, 1000};
soundGroundHard4[] = {"HiFi_X_HG\hit_default_04.wss", db24, 1, 1000};
soundConcrete1[] = {"HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
soundConcrete2[] = {"HiFi_X_HG\hit_default_02.wss", db24, 1, 1000};
soundConcrete3[] = {"HiFi_X_HG\hit_default_03.wss", db24, 1, 1000};
soundConcrete4[] = {"HiFi_X_HG\hit_default_04.wss", db24, 1, 1000};
hitDefault[] = {"soundDefault1", 0.25, "soundDefault2", 0.25, "soundDefault3", 0.25, "soundDefault4", 0.25};
hitGroundSoft[] = {"soundGroundSoft1", 0.25, "soundGroundSoft2", 0.25, "soundGroundSoft3", 0.25, "soundGroundSoft4", 0.25};
hitGroundHard[] = {"soundGroundHard1", 0.25, "soundGroundHard2", 0.25, "soundGroundHard3", 0.25, "soundGroundHard4", 0.25};
hitConcrete[] = {"soundConcrete1", 0.25, "soundConcrete2", 0.25, "soundConcrete3", 0.25, "soundConcrete4", 0.25};
soundFly[] = {"Ca\sounds\Weapons\explosions\noise", db-80, 1, 20};
soundEngine[] = {"", db-80, 4};
};
};
};
At this point I could cry....
.kju [PvPscene]
Jun 28 2009, 13:14
Sorry for the late reply.
@<hidden> XIII
Try adding the leading slash - I don't quit yet understand when it is needed and when not in A2.
soundDefault1[] = {"HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
to
soundDefault1[] = {"\HiFi_X_HG\hit_default_01.wss", db24, 1, 1000};
Basically you can try define a definition with BI sounds and their paths first.
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Thread CLOSED!
Please head to the mST forum (http://dev-heaven.net/projects/kmp-mst/boards)
for feedback, suggestions or support.
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