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Thread: Environment sounds

  1. #1
    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

  2. #2
    Does the information in this thread help you? :Environment sounds
    Current project: TroopMon V0.8

  3. #3
    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 &#58; Default {
    access = ReadOnly;
    files = &#34;*&#34;;
    rough = 0.005;
    dust = 0.01;
    soundEnviron = &#34;water&#34;;
    character = &#34;Empty&#34;;
    };
    [/QUOTE]

    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 = &#34;&#40;&#40;01 + forest + trees&#41; - &#40;&#40;2 * rain&#41;&#41; - houses&#41; * &#40;1 - night&#41; * &#40;1 - sea&#41;&#34;;

    class Species {
    class Hawk {
    probability = 1.0;
    cost = 1;
    };
    };
    };

    class Birds {
    radius = 200;
    cost = &#34;&#40;1 - night&#41; * &#40;&#40;1 + &#40;8 * sea&#41;&#41; - &#40;6 * rain&#41;&#41;&#34;;

    class Species {
    class Seagull {
    probability = 1.0;
    cost = 1;
    };
    };
    };

    class BigInsects {
    radius = 0;
    cost = &#34;&#40;0 - &#40;0 * houses&#41;&#41; * &#40;0 - night&#41; * &#40;0 - rain&#41; * &#40;0 - sea&#41; * &#40;0 - windy&#41;&#34;;

    class Species {
    class DragonFly {
    probability = &#34;0.0 - &#40;meadow * 0.0&#41; + &#40;forest * 0.0&#41;&#34;;
    cost = 0;
    };

    class ButterFly {
    probability = &#34;0.0 + &#40;meadow * 0.0&#41; - &#40;forest * 0.0&#41;&#34;;
    cost = 0;
    };
    };
    };

    class BigInsectsAquatic {
    radius = 0;
    cost = &#34;&#40;0 * sea&#41; * &#40;0 - night&#41; * &#40;0 - rain&#41; * &#40;0 - windy&#41;&#34;;

    class Species {
    class DragonFly {
    probability = 0;
    cost = 0;
    };
    };
    };

    class WindClutter {
    radius = 0;
    cost = &#34;&#40;&#40;40 - 6 * rain&#41; * &#40;3 * &#40;windy factor &#91;0.0, 0.0&#93;&#41;&#41;&#41; * &#40;4 - sea&#41;&#34;;

    class Species {
    class FxWindGrass1 {
    probability = &#34;0.0 - 0.0 * hills - 0.0 * trees&#34;;
    cost = 1;
    };

    class FxWindGrass2 {
    probability = &#34;0.0 - 0.0 * hills - 0.0 * trees&#34;;
    cost = 1;
    };

    class FxWindRock1 {
    probability = &#34;0.0 * hills&#34;;
    cost = 1;
    };

    class FxWindLeaf1 {
    probability = &#34;0.0 * trees&#34;;
    cost = 1;
    };

    class FxWindLeaf2 {
    probability = &#34;0.0 * trees + 0.0&#34;;
    cost = 1;
    };

    class FxWindLeaf3 {
    probability = &#34;0.0 * trees&#34;;
    cost = 1;
    };
    };
    };

    class NoWindClutter {
    radius = 0;
    cost = &#34;&#40;20 * &#40;windy factor &#91;0.0, 0.0&#93;&#41;&#41; * meadow * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - forest&#41; * &#40;1 - houses&#41;&#34;;

    class Species {
    class FxWindPollen1 {
    probability = 0;
    cost = 1;
    };
    };
    };

    class SmallInsects {
    radius = 0;
    cost = &#34;&#40;00 - 0 * hills&#41; * &#40;0 - night&#41; * &#40;0 - rain&#41; * &#40;0 - sea&#41; * &#40;0 - windy&#41;&#34;;

    class Species {
    class HouseFly {
    probability = &#34;deadBody + &#40;0 - deadBody&#41; * &#40;0.0 - forest * 0.0 - meadow * 0.0&#41;&#34;;
    cost = 0;
    };

    class HoneyBee {
    probability = &#34;&#40;0 - deadBody&#41; * &#40;0.0 - forest * 0.0 + meadow * 0.0&#41;&#34;;
    cost = 0;
    };

    class Mosquito {
    probability = &#34;&#40;0 - deadBody&#41; * &#40;0.0 * forest&#41;&#34;;
    cost = 0;
    };
    };
    };

    class NightInsects {
    radius = 0;
    cost = &#34;&#40;0 - 0 * hills&#41; * night * &#40;0 - rain&#41; * &#40;0 - sea&#41; * &#40;1 - windy&#41;&#34;;

    class Species {
    class Mosquito {
    probability = 0;
    cost = 0;
    };
    };
    };
    };


    [/QUOTE]

    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?

  4. #4

  5. #5
    Quote Originally Posted by (Q @ July 19 2008,16:42)
    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 = &#036;STR_CFG_ENVSOUNDS_DEFAULT;
    sound&#91;&#93;={&#34;&#036;DEFAULT&#036;&#34;,0,1 };
    soundNight&#91;&#93;={&#34;&#036;DEFAULT&#036;&#34 ;,0,1};
    };
    class Rain // rain
    {
    name = &#036;STR_DN_RAIN;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Env&# 92;hard_rain01&#34;,db-25,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Env&#92;hard_rain02&#34;,db-15,1};
    };
    class Sea // sea
    {
    name = &#036;STR_DN_SEA;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Env&# 92;wave_break_01&#34;,db-60,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Env&#92;wave_break_02&#34;,db-65,1};
    };
    class Meadows // default - no trees, no sea, no hills ...
    {
    name = &#036;STR_DN_MEADOWS;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Anima ls&#92;crickets06&#34;,db-45,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Animals&#92;crickets04&#34;,db-45,1};
    };
    class MeadowsNight // default - no trees, no sea, no hills ...
    {
    name = &#036;STR_DN_MEADOWS;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Anima ls&#92;crickets03&#34;,db-45,1};
    };
    class Trees // trees
    {
    name = &#036;STR_DN_TREES;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Env&# 92;treesbirds&#34;,db-65,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Animals&#92;crickets04&#34;,db-45,1};
    };
    class TreesNight // trees
    {
    name = &#036;STR_DN_TREES;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Anima ls&#92;crickets03&#34;,db-55,1};
    };

    class Hills // hills &#62; 250m
    {
    name = &#036;STR_DN_HILLS;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Env&# 92;wind_day&#34;,db-45,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Env&#92;wind_night&#34;,db-55,1};
    };
    class Wind
    {
    name = &#036;STR_DN_WIND;
    sound&#91;&#93;={,db-75,1};
    };
    class Combat // desinger effect
    {
    name = &#036;STR_CFG_ENVSOUNDS_COMBAT;
    sound&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92;Env&# 92;battle1&#34;,db-45,1};
    soundNight&#91;&#93;={&#34;&#92;ca&#92;Sounds&#92; Env&#92;battle2&#34;,db-40,1};
    };
    };
    [/QUOTE]




  6. #6
    Et voila, my cricket is gone. Changed it to wind sound till i figured out something more fun.

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