SND Sound Help (Hero Spawn Sound) [Solved]

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LitFam
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SND Sound Help (Hero Spawn Sound) [Solved]

Post by LitFam »

Is this correct for custom hero streams: http://www.mediafire.com/file/eai0mm6nh6o3plm/BOT.zip

How do I add this to my .lua for the custom hero stream to work?
Last edited by LitFam on Sun Oct 22, 2017 3:50 pm, edited 1 time in total.
Marth8880
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Re: SND Sound Help (Hero Spawn Sound)

Post by Marth8880 »

Please post the contents of the files in code tags. Thanks.
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Re: SND Sound Help (Hero Spawn Sound)

Post by LitFam »

Code tags do you mean I post the code here instead of a download link?

EDIT

Is there anything that I need to add to the .lua code Marth8880?
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"bot_vo"
"bot_vo_slow"
}
}[/code]
Hidden/Spoiler:
[code]SoundStreamProperties()
{
Name("bot_inf_geth_prime_snd_hero_selectable");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("bot_vo_slow");
SegmentList()
{
Segment("bot_inf_geth_prime_snd_hero_selectable", 200.0, 10.0, 3.0); // Mace Windu, reporting for duty
}
}[/code]
Hidden/Spoiler:
[code]streams\geth_prime\bot_inf_geth_prime_snd_hero_selectable.wav[/code]
Do I do this in global instead of the BOT folder in sounds/worlds?
Marth8880
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Re: SND Sound Help (Hero Spawn Sound)

Post by Marth8880 »

LitFam wrote:

Code: Select all

ucft
{
    REQN
    {
        "str"
        "align=2048"
        "bot_vo"
		"bot_vo_slow"
    }
}
Is this all that's in the REQ file? There should also be a section listing your SND file(s).


EDIT:

Okay so I looked at the files you included in the ZIP file, and it appears that in the REQ, you've listed your SND file in the STR section; SND files must be listed in the CONFIG section.

Resources:
http://www.secretsociety.com/forum/down ... 0Guide.txt (see section titled "Sound Data Flow")


EDIT 2:

Oh, and to answer your question regarding the LUA, sound LVLs generally must be loaded with ReadDataFile, and STM/ST4 files must be opened with OpenAudioStream.

Resources:
https://github.com/marth8880/SWBF2-Lua- ... oclua#L288
https://sites.google.com/site/swbf2modt ... soundhooks (see section titled "OpenAudioStream")
https://github.com/marth8880/SWBF2-Lua- ... oclua#L135
LitFam
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Re: SND Sound Help (Hero Spawn Sound)

Post by LitFam »

Do I build this in global?
Marth8880
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Re: SND Sound Help (Hero Spawn Sound)

Post by Marth8880 »

No. It should be in your world's sound folder, e.g.:

Code: Select all

data_ABC\Sound\worlds\ABC\
LitFam
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Re: SND Sound Help (Hero Spawn Sound)

Post by LitFam »

Thank you marth8880 I will credit you.
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Re: SND Sound Help (Hero Spawn Sound)

Post by Marth8880 »

No need to credit me my dude. ;)
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Re: SND Sound Help (Hero Spawn Sound) [Solved]

Post by swgaming1015 »

I had a similar problem when trying to add a hero spawn voiceover. Here's what I have in my LUA:

OpenAudioStream("dc:sound\\tes.lvl", "tescw_music")
OpenAudioStream("dc:sound\\tes.lvl", "tes");


Here's my sound folder:

tes.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"tescw_music" //this is the name of both my .stm and .mus


}
REQN
{
"lvl"
"tescw" //this is tescw.req
"tescw_music1" //this is my .snd


}
}[/code]
tescw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tes_effects" //.asfx
"tescwsfx" //.sfx

}

REQN
{
"config"
"imp_walk_atst"
"tescw1" //this is my .snd
"tescw_music1" //this is my music .snd
"tescw_music"
}
}[/code]
tescwmusic.stm
Hidden/Spoiler:
[code]// ----- Ambient Bleed Music ----------
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory

Streams\rexstart.wav[/code]
tescw_music1.snd // My voiceover is at the bottom after the music.
Hidden/Spoiler:
[code]// ----- Republic Music -----

SoundStream()
{
Name("rep_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("tescw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("rep_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music");
SegmentList()
{
Segment("rep_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music");
SegmentList()
{
Segment("rep_kam_amb_victory", 1.0);
}
}



//----- CIS Music -----

SoundStream()
{
Name("cis_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music");
SegmentList()
{
Segment("cis_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("tescw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("cis_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music");
SegmentList()
{
Segment("cis_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("tescw_music");
SegmentList()
{
Segment("cis_kam_amb_victory", 1.0);
}
}



SoundStreamProperties()
{
Name("rexstart");
Group("hero_vo");
Inherit("Hero_battle_chatter_template");
Stream("tescw_music");
SegmentList()
{
Segment("rexstart", 200.0, 10.0, 3.0);
}
}
[/code]
Any ideas why the voiceover isn't showing up ingame? Thanks.
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