Author Topic: Adding Weapon Sounds...Damn you sounds.tbl  (Read 2944 times)

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Offline LoneKnight

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Adding Weapon Sounds...Damn you sounds.tbl
I'm trying to add some custom sound effects for some new primary weapons I created, but it seems sounds.tbl doesn't want me to add them. I added the following:

Code: [Select]
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down
;; Burning Heaven sounds
$Name: 162 l_light.wav, 0, 0.50, 1,  50, 400 ; ML10 Laser fired (3d sound)
$Name: 163 l_50mm.wav, 0, 0.50, 1,  50, 400 ; 50 MM fired (3d sound)
;; Burning Heaven sounds
$Name: 164 Empty, 0, 0.50, 0

There's no way to modify the table, so I'm obviously trying to replace sounds.tbl. I remember reading somewhere that sounds.tbl is tricky and likes to ignore overwrites. The weapons themselves work fine with retail sounds, so that removes the chance of it being the weapon's fault. Any ideas on how to get this working?
Burning Heaven

 

Offline Deadly in a Shadow

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Re: Adding Weapon Sounds...Damn you sounds.tbl
I'm trying to add some custom sound effects for some new primary weapons I created, but it seems sounds.tbl doesn't want me to add them. I added the following:

Code: [Select]
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down
;; Burning Heaven sounds
$Name: 162 l_light.wav, 0, 0.50, 1,  50, 400 ; ML10 Laser fired (3d sound)
$Name: 163 l_50mm.wav, 0, 0.50, 1,  50, 400 ; 50 MM fired (3d sound)
;; Burning Heaven sounds
$Name: 164 Empty, 0, 0.50, 0

There's no way to modify the table, so I'm obviously trying to replace sounds.tbl. I remember reading somewhere that sounds.tbl is tricky and likes to ignore overwrites. The weapons themselves work fine with retail sounds, so that removes the chance of it being the weapon's fault. Any ideas on how to get this working?
Uh, did you modified the weapons.tbl so the weapons will use the sounds?
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Offline Nuke

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Re: Adding Weapon Sounds...Damn you sounds.tbl
1. fill in unused numbers in the table with your custom sounds
2. use those numbers on your sound entries.

its not that hard. though i do wish this table was modular.
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Offline Dragon

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Re: Adding Weapon Sounds...Damn you sounds.tbl
He did just that, from what I see.
I never had a problem with that approach.
How did you set up your mod?

 

Offline LoneKnight

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Re: Adding Weapon Sounds...Damn you sounds.tbl
Yes, the weapons.tbl is set up. I tried with modifying weapons.tbl and then tried using a -wep.tbm and both registered the weapons just fine, but no sounds. The weapons wouldn't even appear if the table wasn't set right. The only thing that could be wrong is the launchsnd which I've set up properly.

My sounds are placed in the sounds/8b22k/

I figured if there was a problem, maybe it was with the folder that it was located? If the weapons.tbl is right, the sound.tbl is set, then there are only 3 possible issues I think:

1. That 8b22k folder I placed them in isn't correct.
2. They weren't the right file (though they are 16-bit .wav mono 22hz)
3. The sound.tbl is being overwritten.

Attached is a vp of the files I'm working with. The weapon should also appear in the weapons list when cycling through in debug.

[attachment deleted by ninja]
« Last Edit: August 11, 2011, 10:35:38 am by LoneKnight »
Burning Heaven

 

Offline Dragon

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Re: Adding Weapon Sounds...Damn you sounds.tbl
Try putting the sounds directly into "sounds" folder. These subfolders are not necessary.

 

Offline LoneKnight

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Re: Adding Weapon Sounds...Damn you sounds.tbl
SOLVED! The sounds.tbl in my Mediavps was overwriting it. As soon as I placed the sounds.tbl in my mediavps/data/tables folder, it worked like a charm. Damn it lol.
Burning Heaven

 

Offline headdie

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Re: Adding Weapon Sounds...Damn you sounds.tbl
SOLVED! The sounds.tbl in my Mediavps was overwriting it. As soon as I placed the sounds.tbl in my mediavps/data/tables folder, it worked like a charm. Damn it lol.

Move your media VPs reference from the primary to the secondary line in your mod.ini and your mod will override mediavps
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Offline Nuke

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Re: Adding Weapon Sounds...Damn you sounds.tbl
this is why sounds table should be modular.
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Offline LoneKnight

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Re: Adding Weapon Sounds...Damn you sounds.tbl
this is why sounds table should be modular.

Yeah, why isn't it? It seems like every other table allows for it....is this something that can be changed?
Burning Heaven

 

Offline Droid803

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Re: Adding Weapon Sounds...Damn you sounds.tbl
Why does the mediavps have a sounds.tbl...?
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Offline pecenipicek

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Re: Adding Weapon Sounds...Damn you sounds.tbl
My guess as to why the sound table isnt modular, is due to the fact that its an indexed table. and missing indexes break it, iirc. and what happens when two different sounds with the same index appear? there's your explanation.
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Offline mjn.mixael

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Re: Adding Weapon Sounds...Damn you sounds.tbl
I can see how a modular sounds table would be difficult code wise... but it would also be incredibly useful...

MediaVPs has a sounds.tbl because some sounds were changed/upgraded. IIRC, it's basically the retail table with a few changes to entries, but not indexes.

EDIT: Hmm, I wonder if it would be possible to leave the sounds.tbl as is and just change the 'sound' flags in the other tables to be able to accept an index number OR a file name... removing the need to edit the sounds.tbl all together for new sounds.
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Re: Adding Weapon Sounds...Damn you sounds.tbl
though i do wish this table was modular.
I wish the same thing here...
Ran into problems with TotT somewhere because of this...


Why does the mediavps have a sounds.tbl...?
Turrets now have a sound when rotating for example.
Setting mediavps to secondary and using a custom sounds.tbl will make you lose the sounds table and therefore all the new audio goodies as well.
The only way out may be to extract the sounds from mediavps and then add the mod's custom sounds.

Don't know if a .tbl in one mod allows reading sounds from another though, could anyone make a simple test? I don't have FS right now...
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Offline LoneKnight

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Re: Adding Weapon Sounds...Damn you sounds.tbl
Don't know if a .tbl in one mod allows reading sounds from another though, could anyone make a simple test? I don't have FS right now...[/color]

I don't think it will unless you include it as a secondary in mod.ini
Burning Heaven

 

Offline Droid803

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Re: Adding Weapon Sounds...Damn you sounds.tbl
Oh well, just put the turret rotating sounds in you own mod's sounds.tbl then >.>
That or just extract the mediavps one and add your sounds to it.


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Offline Nuke

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Re: Adding Weapon Sounds...Damn you sounds.tbl
I can see how a modular sounds table would be difficult code wise... but it would also be incredibly useful...

MediaVPs has a sounds.tbl because some sounds were changed/upgraded. IIRC, it's basically the retail table with a few changes to entries, but not indexes.

EDIT: Hmm, I wonder if it would be possible to leave the sounds.tbl as is and just change the 'sound' flags in the other tables to be able to accept an index number OR a file name... removing the need to edit the sounds.tbl all together for new sounds.

i asked bout that kinda thing a long time ago. there was some technical reason for it but i cant seem to remember what it was. sounds is one of the few tables that uses explicit indices, but i dont see how that could be an issue. it would just be some basic array access to change the sound stored at index 200. this of course would go against the established paradigms established by the modular table system. modular tables are essentially designed to be additive, essentially (as far as the modder is concerned) concatenating the tables. a modular sound table would be different, you would only be able to say: replace the sound in index x with this. this would of course work fine but might cause some confusion. assuming i understand the problem correctly (of course i havent looked at that part of the code so who knows) i really dont see why it cant be done.
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