Sound for kickables?

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Re: Sound for kickables?

Postby boblishman » Wed Jul 02, 2008 2:53 pm

so... I asume that the nightly zip WONT break my age ...plus ... I can use sounds for kickables ... this is great news ... now, I just need to know HOW to create a sound for kickables ... ?
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Sound for kickables?

Postby Lontahv » Wed Jul 02, 2008 7:13 pm

BobLishman, at this very moment this is sort of in a state of disarray (just found that the method in the latest is kinda odd and I changed it). So, in a bit(maybe tomorrow morning... I'll post here when it's all working up to snuff) you'll be able to use this tutorial: http://guildofwriters.com/wiki/PhysicalSounds with the svn stuff (not sure if it'll get into the "nightly" one until the next day).

I'm pretty sure the method won't change much so you can read over how you do it before you actually get the plugin that can do it :lol: .

Have fun. I'll keep you updated.
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Re: Sound for kickables?

Postby Lontahv » Thu Jul 03, 2008 1:34 am

Ok, it's in the nightly.zip now. Have fun. :)
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Re: Sound for kickables?

Postby boblishman » Thu Jul 03, 2008 2:34 am

thanks for this tutorial Lon ... very uselful.

Once question though: you say in the tutorial "In most cases we'll want to use "static" sounds (you put the wav in the streaming cache for these)."
Now, with the current method used by the ULM, we only distibute .ogg files ... :? ... so does this mean that we can't use these sounds for distibuted ages - only in our own local copy (that has the .wav file in the streaming cache) - or can we use the "normal" .ogg (sfx folder) method for the random sounds also ?
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Re: Sound for kickables?

Postby D'Lanor » Thu Jul 03, 2008 2:52 am

The client is supposed to extract the wav file for static sounds from the ogg file. However I have yet to see this happen for any user age. Does this mean all user ages use streaming sound? I know streaming is the default but it seems unlikely that nobody has used static sounds. :?

I also tried to run the sounddecompress tool manually and even deleted the done.dat file but no wav files are ever created for user ages.

Can anyone confirm that static sound actually works in PyPRP?
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Re: Sound for kickables?

Postby Lontahv » Thu Jul 03, 2008 5:03 am

D'Lanor wrote:Can anyone confirm that static sound actually works in PyPRP?


I can.
I have a ball that bounces and makes sound (I wouldn't use streaming sounds because the sound is so short and Cyan uses them for this... I try to copy Cyan's example as much as I can--it helps avoid problems later on).


Not sure about the decompress thing... maybe we should make our own (it'd have a list that came with the fanage). Let's bring this up on the ULM forum, they can most likely put a decompresser in (much better than downloading the huge wavs).
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Re: Sound for kickables?

Postby D'Lanor » Thu Jul 03, 2008 5:55 am

So what happens if you remove your wav files? Are they regenerated by the client?

I know how this works with installations of additional content from a dataserver. Temporary manifest files are downloaded which contain flags to tell the client which ogg files to decompress and how to decompress them (normal or seperated left-right channel).

However, the ULM does not distribute ages this way. So I wonder how the client could possibly know which wav files to generate. I am very curious about the outcome of this experiment.
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Re: Sound for kickables?

Postby boblishman » Tue Jul 08, 2008 3:19 am

just bumping ... this because we still have not had an answer from Lontahv ... can this be done without using the static buffer?

(I.e. can we change the acscript flag to read "stream" instead of "static" ? )


plus, could you explain what you mean by this (from the wiki) :

Code: Select all
sndgroup: (metal|grass|wood|stone|<Number>(advanced users only))


(please give a "working" example of this line of code for say a terrain that has both grass and stone footstep regions)
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Re: Sound for kickables?

Postby Nadnerb » Tue Jul 08, 2008 3:46 am

the line you quoted is a standard method of defining syntax for ... nearly anything. The "|" symbol means "or", so what that line means is:
Code: Select all
sndgroup: <here you put metal or grass or wood or stone or <Number>>

so a correct example of this line would be:
Code: Select all
sndgroup: metal
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Re: Sound for kickables?

Postby boblishman » Thu Jul 10, 2008 1:38 pm

thanks Nadnerb ...

bumping again though, ... (still no answer form Lontahv ... :roll: )

... can this be done without using the static buffer?

(I.e. can we change the acscript flag to read "stream" instead of "static" ? )
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