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Sound Effects idea


Cirevam
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So I was thinking of a way to troll people that are following my LRR walkthrough when I came up with the idea to add custom sounds to different vehicles, as if the raiders were speaking back to you when you interact with them. The inspiration came from Urban Assault, an old RTS/FPS/driving game (seriously) that had different units speaking in different voices to let you know what was happening. There were several different lines for each situation, so I was wondering if there was some way to make a list of sound effects that a situation can randomly use when it is called. Example starts at 4:00 in the following video:

To clarify for those that may still be a bit confused, there would be separate lists of sounds for things like telling a unit to advance to a certain position, for drilling, for when 1st or 2nd-person view is engaged, etc. I know LRR instantiates its sounds- actually, hold on, I took a look for myself to see what really happens. It seems that a collection of random sounds can be linked to each situation, without much modification. Example I found:

		!SFX_Drip					
Sounds\drip1,Sounds\drip2,Sounds\drip3,Sounds\dripsA,Sounds\dripsB,Sounds\dripsC

Obviously, any time Drip is called, it chooses from one of those sounds (yes I know Drip has a bang in front of it, leave me alone). So now I would like to know if it's possible to add in new situations instead of just adding more sound effects to existing ones. Anyone know anything, or should I keep digging?

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Go ahead and try, it should be possible. Seems certain things in the games are allocated into dynamic arrays. So, maybe the sounds are put into a dynamic array for each and then the rand() function is called. which shooses a random number, then the game chooses the sound based on the number.

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  • 8 months later...

Did you ever give this a go Cirevam? If it's not possible, you might be able to make use of goal scripting as I'm pretty sure there were commands to get whether things got selected or if you clicked a certain menu button. You could use this to trigger the playing of a sound like in the message system.

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Actually I got reminded of this yesterday when I saw that the hup haa sounds that the raiders make when doing jumping jacks follow the same format. I'll let you guys know if I get it to work on a different SFx entry.

Well I tested it on the bigrok SFX and it doesn't seem to work right. The sounds are all corrupted even though they're LRR sounds, but I am hearing either a corrupt part of explode1 or nothing at all, so that could mean that it's randomizing which sound plays but it's not playing them back correctly. So weird...

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TheEPICtrainrider

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Smaveric

2 months ago

Man I wish. The way sound randomization works in this game could make it possible, but it doesn't seem to work. Everything has one sound despite the CFG file showing multiple files being allowed to play for a single sound event.

And the voice is from the medium tanks in Urban Assault.

Smaveric 2 months ago

I thought I heard of that game before...

Man, I wish I had the initiative to do this.

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For some reason, I've tried changing sounds before, but it only works with LRR sounds. Any new sounds don't work. I think I told you this before Cirevam.

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Well regardless of what you've ever told me, I just tested this by replacing some of the hupp haaa SFX entries with building explosions and it does work and it is actually random. Sometimes there's a hupp, sometimes there's a boom. Before I was testing this with the laser plunk sound which only had one entry to begin with, so unless I run some more tests I can't say for sure whether or not you can add random entries to something with a single entry.

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