gamophyte on 5/7/2015 at 06:15
I just started playing with custom sounds today, totally new to this. I was putting it off but I made a awesome custom wood ladder object and I wanted to make a new sound of Garrett climbing it that sounds heavier than vanilla wood climbing.
My first time hitting reload schemas in dromed menu and the mono says this
Inline Image:
http://i.imgur.com/TWA33s4.pngI haven't customized these items, is this warning okay?
Furthermore. I looked at the tuts so far and they reference things I have no idea what they mean. I can't seem to find a true beginners guide to schemas, if you know of what let me know. Has newdark changed anything that I should take in account with reading old tuts?
Finally, there has been no mention of, so far that I can tell, what newdark expects audio file quality to be. Did we get any upgrade to audio or still still has to be wav files with (
http://www.ttlg.com/forums/showthread.php?t=118612&p=1679541&viewfull=1#post1679541) configurations mentioned here.
Thanks for your help, here's a wip teaser screen
Inline Image:
http://i.imgur.com/U6YxP0v.png
gamophyte on 5/7/2015 at 06:43
Ahh very strange that this hasn't been fixed by 1.23
Quote:
2. Look at the tutorials section
Thanks I read those, they ref some things I'm supposed to know but do not. I will have to read all around some more and put 2 and 2 together. I hope hoping for a beginners guide. Nothing there explains how to make a new climbing sound. I tried and my ladder is now mute. I just found (
http://ttlg.com/forums/showthread.php?t=130427) this thread, it may give me a clue.
what's the safest way to just change the "Material WoodLadder"? Do I just edit FEET.SCH to point to alternate wave files? Do I then include my FEET.SCH with my mission for ship? Sorry I'm tired and can't think. I will take a whack at it tomorrow.
fibanocci on 5/7/2015 at 07:22
You can type F5 in DromEd to bring up the Archetypes, then mark the Object (-1).
Type
"*ladder"
in the filter
You'll find it's under Feet/Foot_player
Depends what you want to do. If you want to replace the sounds, just replace it. Otherwise, you need to write a new schema.
If you edit the Feet.sch, you need to reload the schemas and save the gamesys. You don't have to include a new Feet.SCH
In Feet.SCH, it looks like this:
//CLIMBING A METAL LADDER
schema climb_ladder
archetype FOOT_PLAYER
volume -100
no_repeat
ladderm1 ladderm2 ladderm3 ladderm4 ladderm5
env_tag (Event Climbstep) (CreatureType Player) (Material MetLadder)
//CLIMBING A WOOD LADDER
schema climb_wdladder
archetype FOOT_PLAYER
volume -100
no_repeat
ladderw1 ladderw2 ladderw3 ladderw4 ladderw5 ladderw6 ladderw7 ladderw8
env_tag (Event Climbstep) (CreatureType Player) (Material WoodLadder)
That stuff below 'no_repeat' is the sound of the steps on the ladder (the name of the wav files). You can change it or leave it and replace the sound files with your own files.
gamophyte on 5/7/2015 at 22:26
Got it and got it, thanks guys!
LarryG, would it be too much trouble if I asked you to do a tut on (
http://ttlg.com/forums/showthread.php?t=130427) what you learned here? I need to make a heavier climbing metal noise that is stand alone, Garrett climbs some rebar that is a heavy "thudier" metal sound. I don't quite understand the reasoning of materials in the schemas.
I know you're busy though, so if not, I am sure I can trial and error work it out.
What is the last known good quality settings for wav files?
Xorak on 5/7/2015 at 23:17
Have you tried using .ogg files? They always work for me, straight from Audacity with no problems.
LarryG on 6/7/2015 at 00:17
Quote Posted by gamophyte
LarryG, would it be too much trouble if I asked you to do a tut on (
http://ttlg.com/forums/showthread.php?t=130427) what you learned here? I need to make a heavier climbing metal noise that is stand alone, Garrett climbs some rebar that is a heavy "thudier" metal sound. I don't quite understand the reasoning of materials in the schemas.
I know you're busy though, so if not, I am sure I can trial and error work it out.
What is the last known good quality settings for wav files?
What I, personally, learned was that I didn't want a separate paper collision sound! :p I ended up not pursuing it. Paper just doesn't make a distinctive enough sound to bother with it.
From what you describe wanting to do, You would need to define a new Material type, say "rebar", and a new CLIMBING A REBAR LADDER foot schema. If you want the normal metal sounds for rebar, I suppose you could just add rebar wherever you see metal as a material type. Personally I wouldn't bother in your case either. The players will never notice the difference. Just give your rebar objects / textures the metal material type and be done with it.
As for WAV files. I have no troubles with WAV signed 16 bit PCM Uncompressed 44100 Hz, if that's what you are asking.
gamophyte on 6/7/2015 at 00:51
Quote Posted by Xorak
Have you tried using .ogg files? They always work for me, straight from Audacity with no problems.
I just installed the plugin so my adobe audition 1.5(has all my other nick-knacks I like) can use them, I will give it a go.
Quote Posted by LarryG
What I, personally, learned was that I didn't want a separate paper collision sound! :p I ended up not pursuing it. Paper just doesn't make a distinctive enough sound to bother with it.
Aw, I was actually excited about this when you posted that. There's that (
http://www.soundsnap.com/tags/paper_flapping) paper flipping sound you sometimes hear, it would be nice to use it when you drop a paper like it slid a little on landing.
Quote:
From what you describe wanting to do, You would need to define a new Material type, say "rebar", and a new CLIMBING A REBAR LADDER foot schema.
Yeah I wouldn't do it for a new metal sound for everything, JUST when climbing it. It would still sound like vanilla sound with a sword hitting it. This seems like it would make it easier to add-in, but I still don't understand how to do it yet - but I will play around with it and not save gamesys.
Quote:
As for WAV files. I have no troubles with WAV signed 16 bit PCM Uncompressed 44100 Hz, if that's what you are asking.
Well yeah, I guess. I don't want the game to hang one a one-shot sound, nor it to sound tinney. I have no idea what I should go with. I am going to try several I guess to see what sounds good. I have a aging computer so it's a good machine to let me know when I'm going overboard. :thumb:
LarryG on 6/7/2015 at 02:06
I would just duplicate & modify:
Code:
//in FEET.SCH
//CLIMBING A REBAR LADDER
schema climb_rbldr
archetype FOOT_PLAYER
volume -400
no_repeat
//ladderm1 ladderm2 ladderm3 ladderm4 ladderm5
// New wav or ogg files to replace the above go here (without the comment marker //)
env_tag (Event Climbstep) (CreatureType Player) (Material RBLadder)
Code:
//in ENVSOUND.SPC
/////////////////
//Material tags//
/////////////////
tag Material Carpet Ceramic Earth Flesh Glass GlassBits Gravel Ice Liquid Metal MetGrate MetLadder Rope Snow Stone Tile Vegetation Wood WoodBits WoodLadder ZombiePart RBLadder
tag Material2 Carpet Ceramic Earth Flesh Glass GlassBits Gravel Ice Liquid Metal MetGrate MetLadder Rope Snow Stone Tile Vegetation Wood WoodBits WoodLadder ZombiePart RBLadder
//
And then EVERYPLACE where there is a reference to MetLadder in the schemas you need to add an equivalent reference to RBLadder so as to get the same sounds on your new RBLadder as on a MetLadder
And your new Rebar ladder must have Schema > Material Tags: Material RBLadder
Remember to rebuild your schemas in DromEd.