I'm trying to set the firing sequence for mg3/mg42.
1p and 3p sounds works fine with the ObjectTemplate.stopType 2:
But the distant sounds (in the muzzle effect bundle) don't want to stop properly, and the engine plays whole sequence.
Also the engine can't play two 3p sounds...
Is there any way to make BF2 play distant sounds with similar sequnces correctly?
Re: Distant sounds sequence
Posted: 2018-09-02 14:48
by B4rr3l
I will wait till someone with better experience have you tried the BF2 sound add on tool? or something like that to set the proper RPM? Even so it still happens sometimes, probably buffer overflow or something like that
Re: Distant sounds sequence
Posted: 2018-09-02 16:26
by MaxP
B4rr3l wrote:have you tried the BF2 sound add on tool?
If I remember correctly, the BF2 sound tool is the utility for making ogg files, not wav.
I'm using wav.
or something like that to set the proper RPM?
You mean the sound loop? )) See the markers on the screenshot.
The "Shilka" AAV in PR uses the fire suqeunce like this.
Re: Distant sounds sequence
Posted: 2018-09-03 16:35
by Veterans-Gaming
MaxP wrote:If I remember correctly, the BF2 sound tool is the utility for making ogg files, not wav.
I'm using wav.
if files are not playing, and you have tested them with a guaranteed trigger to get them to play, it could be a formatting problem. Also, .wav files are quite a large file size compared to .ogg, which is why .ogg is the preferred format for mods (in most games, not just BF2) and the sound quality difference is about impossible to spot unless you are a computer yourself...
Re: Distant sounds sequence
Posted: 2018-09-03 16:42
by MaxP
Veterans-Gaming wrote:if files are not playing, and you have tested them with a guaranteed trigger to get them to play, it could be a formatting problem. Also, .wav files are quite a large file size compared to .ogg, which is why .ogg is the preferred format for mods (in most games, not just BF2) and the sound quality difference is about impossible to spot unless you are a computer yourself...
Guys, pleas read carefully
The file plays, but only the whole sequence.
With the stoptype 2 parameter the file will plays continuously, untill the fire input will be released.
So, for MG42 we can use more complex firing sequence, with rate altering aand modulation.
It works well with 3p sound type, but not for the sounds adjusted in EffectBundle - and this is the problem.
Re: Distant sounds sequence
Posted: 2018-09-03 21:40
by B4rr3l
MaxP wrote:If I remember correctly, the BF2 sound tool is the utility for making ogg files, not wav.
I'm using wav.
You mean the sound loop? )) See the markers on the screenshot.
The "Shilka" AAV in PR uses the fire suqeunce like this.
nah, it also works for 3P .Wav sounds, but still is a pain in the ***.
Re: Distant sounds sequence
Posted: 2018-09-04 12:09
by MaxP
Something like that:
Re: Distant sounds sequence
Posted: 2018-09-22 02:01
by B4rr3l
MaxP wrote:Something like that:
there is only 2 things you need to do with 3P sounds, set it to mono, save it (you can use goldwave) use the BF2 soundtool and add the proper RPM (as in the .tweak file)
Most of time it gets corrupted and there is nothing you can do except convert everything to .ogg and try again, but it works even "corrupted" as .wav
You also need this line: ObjectTemplate.is3dSound 1 in 3P sound
and this ObjectTemplate.is3dSound 0 in 1P
Re: Distant sounds sequence
Posted: 2018-09-22 07:12
by MaxP
B4rr3l wrote:there is only 2 things you need to do with 3P sounds, set it to mono, save it (you can use goldwave) use the BF2 soundtool and add the proper RPM (as in the .tweak file)
Most of time it gets corrupted and there is nothing you can do except convert everything to .ogg and try again, but it works even "corrupted" as .wav
You also need this line: ObjectTemplate.is3dSound 1 in 3P sound
and this ObjectTemplate.is3dSound 0 in 1P
B4rr3l, I know all this
1p and 3p sounds works fine
So there is no question at all - the problem described in the very first message.
But the distant sounds (in the muzzle effect bundle) don't want to stop properly, and the engine plays whole sequence.
Re: Distant sounds sequence
Posted: 2018-09-24 02:06
by B4rr3l
MaxP wrote:B4rr3l, I know all this
So there is no question at all - the problem described in the very first message.
That's all I know sorry, for me that seems a problem with improper coded RPM on the audio file or not mono / is3d enabled
you can also copy the other weird parameters from a know working weapon:
It means all the parameters are ok.
But the loops doesn't work for sounds attached in effect bundles. As I understand, this is the engine limitation, so it seems to be impossible to set continuous sound sequences for distant sounds, only for Fire* type, defined in a tweak files.
Re: Distant sounds sequence
Posted: 2018-09-24 11:14
by Arab
MaxP wrote:It means all the parameters are ok.
But the loops doesn't work for sounds attached in effect bundles. As I understand, this is the engine limitation, so it seems to be impossible to set continuous sound sequences for distant sounds, only for Fire* type, defined in a tweak files.
Maybe set ObjectTemplate.loopCount from 0 to 1 might fix it.
For effect bundle, maybe set ObjectTemplate.setStartOnEffects 1 where 1 is fire.
Re: Distant sounds sequence
Posted: 2018-09-24 18:41
by MaxP
Arab wrote:Maybe set ObjectTemplate.loopCount from 0 to 1 might fix it.
Always set it to 1
For effect bundle, maybe set ObjectTemplate.setStartOnEffects 1 where 1 is fire.
The sounds stop playing at all in this case...
Tried the ObjectTemplate.setStopOnEffects and ObjectTemplate.startAtCreation parameters in all variations, no luck.
Re: Distant sounds sequence
Posted: 2018-09-24 19:57
by B4rr3l
I'm going to be persistent here lol, for me they are both related to the weapon RPM, you must code it in bf2 sound tool with the proper rpm .wav or not, accordingly with the .tweak, the effect bundle and the sound loop are both based on the weapon RPM
Re: Distant sounds sequence
Posted: 2018-09-25 10:03
by MaxP
B4rr3l wrote:I'm going to be persistent here lol, for me they are both related to the weapon RPM, you must code it in bf2 sound tool with the proper rpm .wav or not, accordingly with the .tweak, the effect bundle and the sound loop are both based on the weapon RPM
I'm doing it with Sound Forge 11, and it works fine. But I've tried also BF2 Add Sound Regions tool (the interesting thing that its markers doesn't shown in Sound Forge) - and it works the same. So still no any success...
Re: Distant sounds sequence
Posted: 2018-09-26 17:16
by B4rr3l
MaxP wrote:I'm doing it with Sound Forge 11, and it works fine. But I've tried also BF2 Add Sound Regions tool (the interesting thing that its markers doesn't shown in Sound Forge) - and it works the same. So still no any success...
it marks doesn't show up in goldwave also, but once you generate and save them it just works (also run as administrator). Don't ask me why or how... but I got the same problem as you and it's the only one who solved it.
Re: Distant sounds sequence
Posted: 2018-09-26 17:20
by B4rr3l
I'm pretty sure the best aprroach is the one done by PR, convert everything to .ogg and than use that bf2 tool on it to synchronize the rpms. But I not sure there is an easy way to batch do that.
You can also change the time to live and frequency of the muzzle effect...
Re: Distant sounds sequence
Posted: 2018-09-26 22:06
by MaxP
B4rr3l wrote:... convert everything to .ogg and than use that bf2 tool on it to synchronize the rpms. But I not sure there is an easy way to batch do that.
Of course it could be not the easiest way, till the ogg files doesn't support markers, so the BF2 Add Sound Regions can't work with oggs.
You can also change the time to live and frequency of the muzzle effect...
There is no problem, and I can do it anytime, but it seems useless, since all sounds plays properly with all rpm. So you can set 1200 rpm and use 20 second sound - it will plays ok.
The task is to diversify the firing sounds of weapons with high RoF.