Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: JC Denton on July 04, 2003, 07:00:22 pm

Title: Eliminating the sounds limit
Post by: JC Denton on July 04, 2003, 07:00:22 pm
I don't know how rooted in things go in regards to the sounds.tbl, but for game sound effects, would it be possible to have a direct entry in the ships or weapons tbls, instead of only references to the sounds.tbl?

Obviously, I don't want to replace the sounds.tbl entirely (for backwards compatibility), but sometimes 192 entries just isn't enough.  

As for what this direct entry would look like, I thought that it would be the same as a file entry in the sounds.tbl, just without a unique signature.

Example:  This is the current entry for a file in the sounds.tbl:
Code: [Select]
$Name:  0, , 0, 0.70, 1, 10, 800;comments go out here
For the sound entry in the ships or weapons tbl, I'd have this:
Code: [Select]

$LaunchSnd:  76 ;normal ref to sounds.tbl
$ImpactSnd:  MANUAL ;tells it to look here for the sound data
+SoundData:  (", 0, 0.70, 1, 10, 800") ;identical to sounds.tbl entry, just without the sound signature


For sounds under the $BeamInfo: section, it'd essentially be the same, although I don't know what the prefix for a sub-subentry is. :p

Alright, you're all free to explain why this wouldn't work. :D
Title: Eliminating the sounds limit
Post by: Goober5000 on July 07, 2003, 08:55:42 pm
That would require massive changes to the table handling code.

If you need a new sound, just add it to the sounds.tbl.  There are about 50 open spots.
Title: Eliminating the sounds limit
Post by: JC Denton on July 08, 2003, 04:30:05 pm
Erm, when did you open up new slots in the sounds.tbl?  And why isn't that mentioned in the readme? :p

And since it'd take such a massive overhaul of the table handling, I guess that'd be a project for the far future then...
Title: Eliminating the sounds limit
Post by: Goober5000 on July 08, 2003, 09:14:49 pm
It's been that way ever since FS1 was released.  Just add your own sound in one of the "Empty" slots.
Title: Eliminating the sounds limit
Post by: JC Denton on July 08, 2003, 09:45:38 pm
Ok, operating under the assumption that I take FS2's stock sounds.tbl, pull a few entries out, use the already empty ones, and I've got the intent of keeping the rest of the entries as is, I've got 15 or so open spots for weapon sfx.

Forgive my naivete, but, under the above conditions, where do you see 50 slots at? :wtf:

/me fears he's being misinterpreted.  /me also fears he's making a complete dumbass of himself...
Title: Eliminating the sounds limit
Post by: Nuke on July 11, 2003, 01:12:11 pm
if i add extra lines to the sounds table, would i be able to use them? i think it lists about 190 sounds, if i add more, do you thing freespace would like that?
Title: Eliminating the sounds limit
Post by: Goober5000 on July 11, 2003, 05:14:49 pm
Okay, 50 was probably exaggerated.  20-30 sounds about right.  And I'm pretty sure you can add sounds up until 200.
Title: Eliminating the sounds limit
Post by: SadisticSid on July 14, 2003, 05:56:39 pm
Yeah, weird things start happening if you go beyond 200.

On a somewhat related note can any of you SCP guys explain why FS2 just won't play certain beam warmup/down sounds (for instance, the ones assigned to SGreen and AAAf)?

Sid.
Title: Eliminating the sounds limit
Post by: Goober5000 on July 14, 2003, 10:47:27 pm
Perhaps they're not in the right WAV format.