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  #1  
Old 05-18-2012, 12:10 PM
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Cwivey Cwivey is offline
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Default Editing Sound Cues, limitations and questions

As I (and other people) have had varied experiences with the little mod that I created a while back, I need to ask these questions about editing sound cues in the SDK;

  • What are (If any) the limitations to changing values for volume, pitch and adding extra nodes to sound cues?

  • Are certain sound cues un-changeable because they may be used for exploits (E.G enemy weapon sounds / footsteps)?


  • Is there a master file that needs to be changed along-side the sound cues to ensure that they work as intended?


Thanks in advance.
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  #2  
Old 05-22-2012, 09:21 AM
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Default Shame-less bumpity bump.

Anyone able to shed some light on this or shall I just let this one disappear into the mists of time. :<
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  #3  
Old 05-23-2012, 01:28 PM
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-=anders=- -=anders=- is offline
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Quote:
Originally Posted by Cwivey View Post
Anyone able to shed some light on this or shall I just let this one disappear into the mists of time. :<
They dont know!!! It was a very long time since I got interested into making a soundmod for RO2, but after a long struggle trying to ask the devs who made the sounds and who could help me, I got the answer (finally) that they hired their soundguy and hes not active at all in upcoming updates unless they go and hire him again. But to me the RO2 sounds, sounds **** compared to RO1.

I've tried to understand the editor and how to "replace" existing sounds and go from there, but it seemed to me that I had to make all new sounds with no guidelines at all in a mutator. It would be easier to just "copy" the whole soundarchive from RO2 and rebuild from there. Then make a mutator for the new sounds. Doesn't seem to work.

I think I can give it a shot sometime again.

But from what I've discovered, there are both "handmade"/recorded reverbs and UE3 engine built reverbs (that sound ****ing ****!!!) just by attaching premade effects to the sounds with nodes. This is lame and I would want to just go for real reverbs depending on where you are like:
  • Inside small/big/bigger
  • Outside small/big/bigger

I've also noticed that you have to have either recorded automatic fire sounds with loop, and that goes aswell with the echoes/reverbs or make the loopsounds yourself with a singleshot playing the same sound all the time.

Semi-auto and single-fire weapons would be the easiest part to do aswell as explosions and such.

I'll give it a go in the future as I said, but this seems alittle untenable when heading on into blindness without really knowing wtf you're doing.

So, some nice guidelines here or the devs/moderators could rather erase the whole soundmodding community.

Thats all from me,

Anders
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Last edited by -=anders=-; 05-23-2012 at 01:32 PM.
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  #4  
Old 06-21-2012, 11:56 AM
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Cwivey Cwivey is offline
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Default Mother-lovin' bump.

[demand]
So, I'm back to looking at what aie can do wit' the sounds in RO2 and have one thing to ask, can you read my first post and answer my questions?
[/demand]

Figured a month was long enough to leave something before bumping it again...
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  This is the last developer post in this thread.   #5  
Old 06-26-2012, 11:04 AM
[TW]StragoMagus [TW]StragoMagus is offline
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There are almost no limitations for editing sound cues. I encourage you to try things out and see how it plays, but if I were making a sound mod are a few things I would steer clear of.

1) Changes to distance/priority of sounds. It's very easy for RO2 to max out the sound channels on most cards and at that point some sounds will start cutting out.

2) Changes to loading or compression settings. Some audio, especially VO and surround sound weapons take a lot of memory.
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  #6  
Old 06-26-2012, 11:20 AM
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Thanks for the reply, kinda nice (in a weird way) to know that it was probably me fudging things up for the sounds.

I had fiddled with the distances of the sounds on many-a-occasion.
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