cybervirus92 Posted December 26, 2020 Share Posted December 26, 2020 Hey all, I'm trying to give the DE pistol its own firing sound as I think it should sound different and more powerful than the m9/m1911 If i just change the swing sound on the deagle in scripts/items_weapons.txt to point to a wav it works ingame but when I turn my camera or move the sound distorts as if I'm moving around the sound, even If i grab the default 9mmshot wav it does the same thing. If I try add a new sound to the game itself I'm obviously missing something, so far I've made a duplicate of the Firearm9mmShot in sounds_items.txt and renamed mine to FirearmDEshot but for this line underneath I'm unsure of what to do: event = Weapons/Firearm/9mmShot I've tried just having it point to the wav but im obviously missing something as ingame I can see my sound in the advanced sound menu but trying to play it I only get silence. If anyone could help that would be great as my only working way right now sounds terrible with the moving distortion. Also if anyone knows how to just make a import of the sounds_items.txt as right now Im just making a whole copy of the default one than just adding my sound, I have got a import working for just the items_weapons.txt just adding my deagle change. Cheers! Link to comment Share on other sites More sharing options...
Nebula Posted January 2, 2021 Share Posted January 2, 2021 (edited) In Items.txt file In the subject of your pistol ... item Your pistol { ... SoundVolume = 70, SwingSound = 9mmShot , SoundRadius = 140, SoundGain = 1.5, ... etc. } **************************************** In sounds_item.txt file sound 9mmShot { category = Item, clip { event = Weapons/Firearm/9mmShot, distanceMax = 150, /* SoundRadius in items.txt */ } } Place the sound file in the / sound folder. The sound will float as you move from tile to tile. This is a feature of the engine. I couldn't deal with this problem either. Edited January 2, 2021 by Nebula Link to comment Share on other sites More sharing options...
cybervirus92 Posted January 7, 2021 Author Share Posted January 7, 2021 On 1/2/2021 at 4:54 PM, Nebula said: In Items.txt file In the subject of your pistol ... item Your pistol { ... SoundVolume = 70, SwingSound = 9mmShot , SoundRadius = 140, SoundGain = 1.5, ... etc. } **************************************** In sounds_item.txt file sound 9mmShot { category = Item, clip { event = Weapons/Firearm/9mmShot, distanceMax = 150, /* SoundRadius in items.txt */ } } Place the sound file in the / sound folder. The sound will float as you move from tile to tile. This is a feature of the engine. I couldn't deal with this problem either. Hey, I found a decent enough workaround to the point where it sounds normal. sound FirearmDEShot { category = Item, is3D = false, clip { file = media/sound/DEshot.ogg, distanceMin = 0, distanceMax = 0, reverbMaxRange = 10, reverbFactor = 0, } } The is3d Line is key in getting rid of the weird ear to ear distortion, but then you can physically move around the gunshot sound ingame, the distance min/max 0 gets rid of that problem, finally the reverb factor is to get rid of the insane reverb on the menu and i think when its thunderstorming? might be a good idea to play around with all the values but I got sick of it and moved on to making a mili base loot mod. Not the perfect fix but found a way around and right now im happy with it, sounds just like it should and you would expect, try it and let me know what you think. Link to comment Share on other sites More sharing options...
Nebula Posted April 29, 2021 Share Posted April 29, 2021 (edited) Reverb can only be controlled from the script described in ... * txt I cannot do this trick in lua. As they explained to me, this is not implemented in FOMOD. Edited April 29, 2021 by Nebula Link to comment Share on other sites More sharing options...
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