Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Asteroth on February 18, 2011, 06:13:56 pm

Title: Sounds, how do they work?
Post by: Asteroth on February 18, 2011, 06:13:56 pm
I have been trying recently to include sounds of my own, but nothing appears to work. I am replacing an empty slot with this:

$Name:   162   turbolaser.wav,      0, 0.90, 1, 1500, 2500

Formatted exactly like all the others, with a working sound file, and it is referenced correctly in the table with the weapon it is attached to, but I never hear anything. Searching about the problem has not yielded anything, everyone else who did as I did got it working just fine. No other sound works either, so it's not a problem with that particular sound.
Title: Re: Sounds, how do they work?
Post by: ssmit132 on February 18, 2011, 09:17:20 pm
I've noticed problems when you try to add sounds to a table in a mod when you are using the 3.6.12 Media VPs. I think it's because the sounds.tbl in MV_Effects is used over a table in a mod folder.
Title: Re: Sounds, how do they work?
Post by: Asteroth on February 18, 2011, 09:42:00 pm
OH GOD ITS HORRIBLE

Man, I haven't played without the MVPs in a long time, makes me wonder how I was able to play back then  :p

It did, however, work. Thank you for helping me identify the problem, but how I'll be able to fix is another story. I don't see many ways other than modifying the .vp and replace it with a version that doesn't have the MVP sounds.tbl. What was changed, anyway?
Title: Re: Sounds, how do they work?
Post by: Maksio58 on February 19, 2011, 04:50:46 am
Wierd my mod uses mediavps 3.6.12 and the Avenger and ML-16 sounds work just fine. 1 of them is even asigned to the same number as your turbolaser sound.
Title: Re: Sounds, how do they work?
Post by: BengalTiger on February 19, 2011, 09:18:29 am
Sounds are mechanical waves that are oscillations of pressure transmitted through a solid, liquid, or gas, composed of frequencies within the range of hearing and of a level sufficiently strong to be heard, or the sensation stimulated in organs of hearing by such vibrations.

Also- modular sounds tables would most likely solve this problem.

And finally- putting the modded sounds.tbl in <FS SCP folder>/MOD/tables instead of <FS SCP folder>/tables and running the game with the MOD activated in the launcher will overrule anything in the mediavps.
Just be sure to add mediavps_3612 to the mod's secondarylist to keep the nice graphics.