Adding REAL (user made) Custom Sounds (doors & triggers)

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AccadaccA
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Adding REAL (user made) Custom Sounds (doors & triggers)

Post by AccadaccA »

Hi guys, I have tutorials on "Adding Custom Sounds" and "doors" etc. but they are ONLY good for adding sounds that are already in the game. "custom?" :roll:
I can't find anything on adding my own (user made) "custom" sound files to MOHAA multiplayer map. So here's my problem/questions:

I have several USER MADE creeking door sound effects in wav format (naturally for my map's doors) and have tried them in the game's (MOHAA's default folder for doors) the sound/mechanics/ folder and I also tried them in the sound/ folder. Each time correcting the paths in radiants key/value "N" entity editor thingy.
I have even re-created these files and folder paths in my pk3.
I have tried them as Key = noise (radiant did that) , or sound_open , or sound_open_start in radiant key/value dohicky with the value as either of the two paths (mentioned above) with or without the .wav extention and with or without mentioning the path &/or file extention at all.


I have re-edited my sound format to 16 bit, 1 channel, mono, 44 khz, PCM just like the wav files included in the game.
I have compiled with MOHAA radiant and Spearhead SDK. I have tried my map in Allied Assult, Spearhead and Breakthough (although it was strictly made for MOHAA). Still no custom sounds with my doors. :cry:

#1/ What would be the correct path, key and value settings for adding user made, custom, door sounds?

#2./ Another sound issue I have is trigger activated sound. I currently use "Trigger Multiple" and the fx/dummy.tik setthread method but it's not working.

Any help would be appreciated (i.e. advice, tutorial URL, sample map URL). Thank you
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jv_map
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Post by jv_map »

The adding custom sounds tutorial actually is aimed at sounds not already in the game... :?
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AccadaccA
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Post by AccadaccA »

G'day jv,
Is it? Sorry mate but I didn't see it as such. D'oh!
I saw "amb/river.wav" of your tutorial and thought of the included "amb/Amb_River.wav"
That happens a lot at my age.... don't ask. :(

Anyway, I have found the answer to triggered sounds as I made a small one room demo map (a lot faster to compile, load, test).
Where I went wrong is it prefers the trigger to be MultipleAll and not simply Multiple however, it loops while standing there.

So the answer is trigger_use to play only when the Enter /use key ("e" by default).

BTW, after getting sound I reverted back to the original format of my custom wave files and it still works so all those properties "16 bit, 1 channel, mono, 44 khz, PCM" don't seem to matter.

Well that was with triggers and the setthread scripting so half my battle is over. :wink:

Now to get custom sounding doors (without triggers) do I include the path and file extension in the key/value entity properties?

Thank you.
Last edited by AccadaccA on Sun May 25, 2008 3:11 am, edited 1 time in total.
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PKM
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Post by PKM »

either viper or judge showed me how to do without triggers for the below...

http://medalofhonor.filefront.com/file/ ... TRON;83180

feel free to download , pull apart and look . i'll look to see if i still have the .map for it . the doors did exactly what you're looking to do, have different opening and closing sounds not default to the game .
i'm not f****** angry, i'm from philadelphia .
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AccadaccA
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Post by AccadaccA »

Thank you PKM, I'll check it out now.

cheers
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AccadaccA
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Post by AccadaccA »

Okay I've converted it back to .map from bsp and I can see what the great minds have done.

classname = func_door
sound_close_end = sound/dummy.wav
sound_close_start = their local.master aliascache for close
sound_open_end = sound/dummy.wav
sound_open_start = their local.master aliascache for open

That was for their platform lifts but the door sounds are done in similar fashion.
local.master aliascache for all opening and closing sounds and the wave files in a subfolder in the game's "sound" directory (not in the pk3 itself).

Hat's off to 'em and all involved.

PKM: Thanks again for your help, mate.
Last edited by AccadaccA on Sat May 24, 2008 4:12 pm, edited 1 time in total.
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PKM
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Post by PKM »

no problem, i'm just the cook .
viper & judge187 are the chefs .
i'm not f****** angry, i'm from philadelphia .
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AccadaccA
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Post by AccadaccA »

Dang! even copying the masters didn't didn't get it happening and the trigger_use method that works in my smaller, test map doesn't kick into gear on the main map.
Hopefully it's just something I overlooked in my .scr file.
It must be the order in which I have written it all as the folder paths, file names, threads & alias names all match-up correctly.

main:


level.debug = 1 //used this in order to view all debug messages

thread debugtext ""
thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext " ""
thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext ""
thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext " MAIN map thread !"
thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext ""

// set scoreboard messages
setcvar "g_obj_alliedtext1" "dungeon"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Created by"

setcvar "g_obj_axistext1" "AccadaccA"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "dungeon"

if(level.roundbased)
{
// set the parameters for round based match
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 30 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
}

level waittill prespawn

thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext " PRESPAWN !"
thread debugtext "@@@@@@@@@@@@@@@@@@@@@@@"
thread debugtext ""

//*** Precache Dm Stuff

exec global/ambientsound.scr
exec global/dungeon_ambience.scr
exec global/door_locked.scr

thread chain1
thread chain2
thread chain3
thread chain4

local.master = spawn ScriptMaster

local.master aliascache torch sound/amb/Amb_FireLoop_02.wav soundparms 0.1 0.0 1.7 0.0 100 150 auto loaded maps "dm obj"
local.master aliascache burn sound/dungeon/Player_Fire2.wav soundparms 0.2 0.0 1.7 0.0 100 500 item loaded maps "dm obj"
local.master aliascache chains sound/dungeon/dungeonchainz.wav soundparms 0.5 0.0 1.7 0.0 200 1500 item loaded maps "dm obj"
local.master aliascache dungeondoor1 sound/dungeon/dungeondoor1.wav soundparms 0.5 0.0 1.0 0.0 600 1700 auto streamed maps "m t dm obj "
local.master aliascache dungeondoor2 sound/dungeon/dungeondoor2.wav soundparms 0.5 0.0 1.0 0.0 600 1700 auto streamed maps "m t dm obj "
local.master aliascache dungeondoor3 sound/dungeon/dungeondoor3.wav soundparms 0.5 0.0 1.0 0.0 600 1700 auto streamed maps "m t dm obj "
local.master aliascache dungeondoor4 sound/dungeon/dungeondoor4.wav soundparms 0.5 0.0 1.0 0.0 600 1700 auto streamed maps "m t dm obj "
local.master aliascache dungeonslidegate sound/dungeon/dungeonslidegate.wav soundparms 0.5 0.0 1.0 0.0 600 1700 auto streamed maps "m t dm obj "

fadein 5 0 0 0 1

level waittill spawn

level.script = maps/dm/dungeon.scr
exec maps/dm/dungeon_precache.scr

// run thread for all lights
for(local.i = 1; local.i <= $light.size; local.i++)
$light[local.i] thread flicker

$light loopsound torch

end

flicker:
self light 0.5 0.4 0.2 200
while(1)
{
wait (randomfloat 0.09)
self lightRadius (randomfloat 50 + 150)
wait 0.01//waitframe // don't change the light within one frame
}
end

bonfire:
$bonfire volumedamage 2
$bonfire playsound burn
end

chain1:
$chain1 playsound chains
end

chain2:
$chain2 playsound chains
end

chain3:
$chain3 playsound chains
end

chain4:
$chain4 playsound chains
end


The doors (13 rotating and 1 sliding) are all reverting to default sound. atm I have about half as sound_open and sound_close and the other half as sound_open_start and sound_close_start. In a bid to find which key it prefers. (no pun intended)

All of my unique sound files have been added to the existing MOHAA sound folder and I have tried it with/without including them in the pk3 (with same folder path).

// If anyone is willing to take a look at it I can email the whole pk3 (including .map, .bsp, .scr, sound files, textures & shader).
Total 2,906KB


All help is appreciated. Thank you


edit: It's working now :D
sound_open_start & sound_close_start and sound files placed directly into the sound/dungeon/ folder NOT in the pk3 file bearing the same folder path.

Thank you
We dont stop playing games because we grow old,
we grow old because we stop playing games.
jv_map
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Post by jv_map »

AccadaccA wrote:edit: It's working now :D
sound_open_start & sound_close_start and sound files placed directly into the sound/dungeon/ folder NOT in the pk3 file bearing the same folder path.
This difficulty is circumvented by changing 'streamed' into 'loaded' in the alias definitions. :)
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AccadaccA
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Post by AccadaccA »

Yeah I noticed the 'streamed' (I think) in the ubersound.scr, or the weather.scr or maybe both. :? ????
Thanks for the heads-up, I'll keep that in mind ... I'd better write it down in my edit notes. :oops:

Cheers my good man. 8-)
We dont stop playing games because we grow old,
we grow old because we stop playing games.
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