Cavalorn on 15/8/2017 at 01:51
I know there are countless threads on the topic of custom sound, but I couldn't find the solution so please bear with me.
I'd like to use a tiny piece of custom music when the player frobs an object. I placed the wav file into the snd folder, but the play_schema wouldn't play it because Dromed doesn't recognize the file. So the question is: how am I supposed to convert it into a recognizable form (I believe it is IMA ADPCM 22Khz 4 bit Mono format)? I never used any sound editing programs, so I really have no clue.
nightshifter on 15/8/2017 at 02:45
perhaps not the most corrct way but an easy way is just renaming your file to on of the files mentioned in the schemas.
pick a schema ( that uses only 1 sound) and change your file to that name:
f.e. :
//BELL THUMP
schema m10bellthump
archetype AMB_M10
volume -500
bellthmp
if you renema your file to "bellthmp" and then let m10bellthump play when the object is frobbed, you will have your custom sound.
p.s make sure that you don't use a schema that you want to use in the rest of your mission..;)
Cavalorn on 15/8/2017 at 03:01
Unfortunately it wouldn't work. I'm not sure what did I do wrong, but Dromed won't play my schema. I'll try again tomorrow, hopefully I'll be able to solve it then. Thank you for the detailed description.
john9818a on 15/8/2017 at 03:27
If you send it to me or post a link to download it I can convert it for you.
Cavalorn on 15/8/2017 at 09:08
Quote Posted by john9818a
If you send it to me or post a link to download it I can convert it for you.
I got it to work this morning, but thank you so much for your offer. Let me just say that the problem was caused by me doing something I have absolutely no clue about at 5 AM in the morning. Lesson learned I guess.
So now I have my sound file working properly in Dromed (did exactly what nightshifter wrote and it worked like a charm with the proper conversion), but a question remains: how do I activate it when Garrett frobs an object?
marbleman on 15/8/2017 at 09:11
On the object: Properties > AmbientHacked > Flags: TurnedOff
You'll also need to place a switch somewhere outside the map and link the object to it with a FrobProxy link. Then, link the switch back to the object with a ControlDevice link.
Stringgod on 15/8/2017 at 10:49
And don't know if this is important. I edited an elevator sound, replaced the sound in the SND Folder, but saved as 44.1/16bit/Mono . I don't know if it is new dark, but dromed plays the file, even Stereo works.
Yandros on 15/8/2017 at 12:16
Whether or not a sound plays is dependent primarily on two things.
* The sound format. Any WAV file should work typically, but there are cases where a program saves a WAV file in a format that doesn't work in Thief. Usually this is when saving as IMA ADPCM, which is the compressed WAV format that LGS used. You can also, I believe, save as an OGG file and NewDark will handle it fine.
* The schema and filename. The schema is the name of the archetype in your gamesys as Dark knows it, while the filename is usually something different although in some cases they are the same. If you want simplicity and little control, then pick an existing schema you're not going to use in its original form and give your file the filename specified in the schema file, then use it by the schema name (this appears to be what Stringgod2 did above). If you want full control over everything and to avoid hijacking existing schemas, learn to write your own. It's really pretty straightforward especially if all you need to make are simple positional sounds (like the sound of a machine) or ambient music.
Cavalorn on 15/8/2017 at 12:17
Quote Posted by marbleman
On the object: Properties > AmbientHacked > Flags: TurnedOff
You'll also need to place a switch somewhere outside the map and link the object to it with a FrobProxy link. Then, link the switch back to the object with a ControlDevice link.
Unfortunately, this didn't work. When I frob the object, it activates the switch but nothing else happens. Worse yet, this object has to be stolen in the mission and now it wouldn't even go to the player's inventory.
marbleman on 15/8/2017 at 12:22
It won't go into the inventory because of FrobProxy. I didn't know it has to be stolen; this changes things. See how it's done with Evidence from First City Bank and Trust. It has to be stolen, and when frobbed, it plays the recording.