[Audio] PR 0.973 Anders Soundmod 0.5

Making or wanting help making your own asset? Check in here
Locked
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Mbites wrote:Yeah.. footsteps are loud. Especially on my 7.1 setup.
Not in 0.41.......... And different footsteps too.

Thx guys for your support...
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: PR 0.973 Soundmod test

Post by sweedensniiperr »

have you considered helping AfterDune with Project Normandy?

it doesn't "show" much but still
[xfire]53e5f7[/xfire]
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 0.973 Soundmod test

Post by Rudd »

Antol.PL wrote:Here is video from testing BMP-3 with soundmod:


Im very impressed of your talent. Echo's are amazing.

6:20 - my fav moment.
Dude...what the heck is going on with the colour of dynamic objects on your system...they are incredibly dark!

also that black flickering can be stopped, its something in your Catalyst control center, might be vsync
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 0.973 Soundmod test

Post by Rudd »

is PRTA's website down? I can't seem to access anything from there
Image
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: PR 0.973 Soundmod test

Post by BloodyDeed »

Yes they have some sort of maintenance going on.
Image
MisterPlow
Posts: 4
Joined: 2012-02-03 18:41

Re: PR 0.973 Soundmod test

Post by MisterPlow »

Wow. So I installed version .3 of this mod and I really really enjoy it. Brings a whole new level of pew pew to this game. :) Great stuff. Thanks
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: PR 0.973 Soundmod test

Post by Tarranauha200 »

-=anders=- wrote:Not in 0.41.......... And different footsteps too.
Where, when?
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Tarranauha200 wrote:Where, when?
Were testing crazy amounts of new sounds right now. And have been doing that the past few days. We will keep you updated. It will go public very soon. Were at 0.4.2 now. Probably gonna make it public around 0.4.5. :) We're a minimum of 10 people testing new things avery day, so its not like its only ONE who judge, like me. Many give feedbacks and we agree to go for one type of sound and move on...
risegold8929
Posts: 340
Joined: 2012-02-05 22:13

Re: PR 0.973 Soundmod test

Post by risegold8929 »

Hi, I'm having a problem getting the sound mod to work.

I downloaded the installer from the first link on the PRTA webpage (not the alternate mirror, the one with the ear) installed it to the BF2 directory (C:\Program Files\EA GAMES\Battlefield 2), made sure the sound mod is activated (disabled, reenabled - shows sound mod enabled successfully) yet I can't get the sounds to work.
Have tried 2 different servers, and made a local server but I have no luck getting it to work.

Any idea what is wrong?

ps: Currently on TS seeking help there as well

Thanks PRTA team, they managed to help me get it working. Just needed to unblock under properties, and restarted my computer. Did the trick, and now I can hear the mod
Last edited by risegold8929 on 2012-02-05 22:58, edited 2 times in total.
Reason: Fixed
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Question to the devs or the ones who understands the connection to materials in maps. Among the "chistmas map pack", these snowmaps. Is it possible to add other soundpaths for the snow parts of the maps? Right now every snowtexture is connected to the "mud-footsteps"... Would be nice if I could get an explanation of this...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR 0.973 Soundmod test

Post by Rhino »

Yes, it requires making a new set of materials (one for each type of snow/ice) and also requires new effects but that is one of the main things that have been missing from snow maps.
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

[R-DEV]Rhino wrote:Yes, it requires making a new set of materials (one for each type of snow/ice) and also requires new effects but that is one of the main things that have been missing from snow maps.
Cool, how do I make new sets of materials then? And what do you mean with "require new effects"?

I also wanna make new bullethits and footsteps effects for snow. Including explosions...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR 0.973 Soundmod test

Post by Rhino »

Material coding isn't straight forward and something needing to be done mainly by a coder. Jaymz is probably the best one for setting up new mats with sounds. Main thing for you to do is work out what new sounds you need for a new material based off other material's sounds.

And effects are the puffs of dust or w/e that spring up when you shoot the ground, and explosion goes off on it, the spray of snow when someone walks though it etc. This is also another thing mainly done via code and a lot of trial and error to get it right :p
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

[R-DEV]Rhino wrote:Material coding isn't straight forward and something needing to be done mainly by a coder. Jaymz is probably the best one for setting up new mats with sounds. Main thing for you to do is work out what new sounds you need for a new material based off other material's sounds.

And effects are the puffs of dust or w/e that spring up when you shoot the ground, and explosion goes off on it, the spray of snow when someone walks though it etc. This is also another thing mainly done via code and a lot of trial and error to get it right :p
I know I've been there myself... Pain in the arse to start up the game and find out it just crashes or hangs for no reason.

I know how the effects works partially. I just don't know how to make those new materials for BOTH sounds and visual effects.

Well I sure as hell dont think snow will kick up dust. But maybe some white/grey particles kicks up, when you sprint.

I have the sounds, wich I've recorded 3 years ago. :) Both walk and sprint sounds.

Anyways. Another thing....
I tried adding new vehicle collision sounds and added like 20 new lines for collisions, but the game crashed. It worked perfectly with ladder sounds, wich I've added like 14 ladded steps.
So when I decreased the collision sounds to 7 (when you bump into something, not metal) it suddenly worked. Is there also a limit of how many sounds you can have per material/impact?

I would want to know if you can have more than one sound playing at the same time? I was thinking about the grenade explosions for an example. Would you be able to have the explosion effects on one line, and have debris also play randomly underneath it?

Thinking about shotsounds aswell. Mainly 3rd person shoot sounds.

Hope you understand me.
dodek96_pl
Posts: 45
Joined: 2010-11-19 15:14

Re: PR 0.973 Soundmod test

Post by dodek96_pl »

-=anders=- wrote: I would want to know if you can have more than one sound playing at the same time? I was thinking about the grenade explosions for an example. Would you be able to have the explosion effects on one line, and have debris also play randomly underneath it?

Thinking about shotsounds aswell. Mainly 3rd person shoot sounds.
Yes, it would be possible to have explosion fx on one line and you could make different debris sounds for different materials (like grenades are done in vanilla, but they only play debris sounds on metal and dirt/tarmac/whatever that is). That would require adding a new material and adding it to the projectile as explosion material(or you can simply edit existing material). Then you would have to make the material play different sounds when colliding with different materials, for example S_Tank_Shell_Sand, S_Tank_Shell_Grass etc etc.

You can't have different shoot sounds for weapons, unless doing it the effect way like distant sounds currenly or as in ESS.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: PR 0.973 Soundmod test

Post by Tarranauha200 »

New version coming soon?
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

Yeah, the BIG release is coming... We're working every day on it. Right now we just have the last minor awsome extras for the air and land vehicles. Im doing the landvehicles as we speak.

I tell you, you wont get dissapointed.

Will ship out a preview for the mod, when it goes public.
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: PR 0.973 Soundmod test

Post by Navo »

I like what I read.
Locked

Return to “PR:BF2 Community Modding”