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Range of gunshot sound


Wasteland

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Hi, im using Hydrocraft mods and ORGM on my server and found a strange bug that happens only with moded guns, vanilla guns are fine.

 

The deal is with sound range - if we shoot a vanilla pistol or rifle we can hear it on a high distance - 30+ tiles on radius i guess, if we shoot a gun from a mod the radius is just 10 tiles, what is not really realistic.

 

So, how does it work? What parameter is responsible for sound radius?

 

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Hello again, made some investigations and found some interesting things out.

 

First - all non vanilla wapons got their radius sound cut to 10 tiles due to unknown reason. Means if i shoot another player can hear the gunshot sound only 10 tiles away. Thet works both with ORGM and Hydrocraft and any other gun mods.

 

The sounds used for vanilla weapons are packed into somthing i cant figure out how, believ in a *.BANK files , but the items.txt of vanilla items is showing this path: 

SwingSound    =    Weapons/Firearm/hunterShot,

 

BUT there are no such folders in vanilla game

 

Moded items got their sound packed in :  

media/sound/sound.wav" (or sound.ogg)

 

and the script looks like:  

SwingSound    =    ORGMM3,

 

Moded and vanilla items got also such parameters as:

 

SoundVolume and SoundRadius - changing those affects well with vanilla items but moded items are still herable only in just 10 tiles away for other players characters.

 

Anyway, that's the way the sounds are played upon swinging:

 

WorldSoundManager.instance.addSound(owner, (int)owner.getX(), (int)owner.getY(), (int)owner.getZ(), Math.max(10, weapon.getSoundRadius()), weapon.getSoundVolume());

 

So it's determined by the parameters SoundVolume and SoundRadius.

 

Now the question is HOW should i pack the sounds to make them hearable in multiplayer on higher distances? (more than 10 tiles away) 

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Okay.

 

I tried using  

Weapons/Firearm/hunterShot

with ORGM weampon and it made the sond hearable for everyone on higher distance.

MEans i need not to use .ogg or .wav files, but use FMOD to crate a *.BANK file and store my mod sounds there.

 

But now a new question - how do i make maoded wepons see insid my .BANK file?

 

On default sounds for weapons are stored in: 

media/sound/banks/desktop/StudioOnly.bank
 
 
while the items script is:
 
 
SwingSound = Weapons/Firearm/hunterShot,
 
If i create mysounds.bank how do i make my moded weapons take souds from it?
 

 

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