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Loop sound
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Oct 23, 2018 12:03 pm    Post subject:  Loop sound Reply with quote  Mark this post and the followings unread

Is it possible to make a weapon for infantry shoot with a sound that loops. For example i have a minigun sound but whenever i try it in-game i hear the "silence" between the firings. I tried to mimic the loop effect by firing too fast but then sounds are stacking (which is actually the best way for me now). Anyway i've tried something like this:

[RocketeerMoveLoop] (stupid example)
Sounds=iroclo1 iroclo2a iroclo2b iroclo2c iroclo3
Control= loop random all decay attack
FShift= -5 5
Priority=Low
Limit=3
VShift=10
Volume=25
but instead of "iroclo1" and "iroclo3" i put minigun spinup and spindown sounds. And it cannot work properly. I also tried other variations (playing with control) but non of em is even close to what i wanted to achieve. Even if i don't have spinup and spindown sounds it wouldn''t be much of a problem..

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Tue Oct 23, 2018 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about add "interrupt" on the Control=.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Oct 23, 2018 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not familiar with sound coding, maybe you can check the vanilla [IntruderAttackCommand] to see how is decay and attack used to play the radio-like sound? IIRC that sound is a sperated one from the speaking line, and may apply to what you want to achieve.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Oct 23, 2018 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you're hearing silence it's either because:
A) the file itself has silence in the beginning
or
B) because Priority=Low it's being cut for more important sounds. Try removing limit as well.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Tue Oct 23, 2018 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

By looping firing sound do you mean like the Gattling Tank/Cannon in YR? Because if you do, then you're out of luck; infantry can't use that logic.

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Oct 23, 2018 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

gameaddict11707 wrote:
By looping firing sound do you mean like the Gattling Tank/Cannon in YR? Because if you do, then you're out of luck; infantry can't use that logic.

Yeah thats pretty much what i wanted :/

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Oct 23, 2018 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

When I need rapid fire kind of sound I use multi burst like Burst=4.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Tue Oct 23, 2018 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, it's Impossible to loop a sound if it's start doesn't match it's end no matter what you do, I'm speaking about it's bars on the grid.

And its's would be very good if the track is short about and contains a very few number of bars

As for the RA2 you can use the the example of "GIAttackDeployed" controls code if you can't find a good looping track "IF YOU WANT MANY SOUNDS TO PLAYED FOR A SINGLE WEAPON FIRING REPORT"

Actually I prefer one sound to be played if I want the looping sound effect



Code:
[GIAttackDeployed]
Sounds=igiat2a igiat2b igiat2c igiat2d igiat2c igiat2d  
Control= random interrupt
VShift= 20
Volume=45

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Oct 24, 2018 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Volume=25 means your waves would have to be pretty loud to be heard.

2. If your waves are too long, they also may not play.

3. The new sounds have to be in a compatible mono wave format.

4. Firing sounds should never be Priority=Low, they may not play in a fight.

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