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unit sounds
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jan 10, 2006 1:48 pm    Post subject:  unit sounds Reply with quote  Mark this post and the followings unread

can anyone explain what i'm doing wrong? i'm trying to put new sounds in ra2 but they don't work Mad

this is what i have until now:

soundsmd
Code:
855=BorgAttackCommand
856=BorgMove
857=BorgSelect
858=BorgDie

;Cyborg Voices

[BorgAttackCommand]
Sounds= 60n-112 60n-114 60n-116
Control= random
Volume=85

[BorgMove]
Sounds= 60n-106 60n-108 60n-110
Control= random
Volume=85

[BorgSelect]
Sounds= 60n-100 60n-102 60n-104
Control= random
Volume=85

[BorgDie]
Sounds= 22n-104 22n-106 22n-108
Priority=low
Control= random


rulesmd
Code:
; Cyborg
[BORG]
UIName=Name:BORG
Name=Yuri Initiate
Category=Soldier
Primary=BorgAttack
Secondary=BorgGattling
OccupyWeapon=UCBorgGattling; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCEliteBorgGattling; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=YABRCK,YATECH
CrushSound=InfantrySquish
TechLevel=1
Pip=white
OccupyPip=PersonPurple
Sight=9
Speed=3.5
Owner=YuriCountry
Cost=750 ;300
Soylent=100
Points=5
IsSelectableCombatant=yes
VoiceSelect=BorgSelect
VoiceMove=BorgMove
VoiceAttack=BorgAttackCommand
VoiceFeedback=
VoiceSpecialAttack=BorgMove
DieSound=BorgDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=BorgAttackE
EliteSecondary=BorgGattlingE
IFVMode=13
UseOwnName=true
SelfHealing=yes
ImmuneToPsionics=yes
Crushable=no
Strength=400 ;180 ;250
Armor=plate
Unnatural=yes
AllowedToStartInMultiplayer=yes
ImmuneToRadiation=yes


i've also put the sounds in a ecachemd.mix and put them also in the game with xcc sound editor.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 10, 2006 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1: Are the sounds PCM 22.050 kHz, 16 Bit, Mono?

2: Are you sure u put them in a audio.bag and the audio.idx has those sounds listed?

3: Are the sounds correctly named?

Also:
Why dont u get XCC Mod Creator/Launcher? Then drag and drop the sounds in the "sound" category along with the rest of your mod in its respective categories.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Jan 11, 2006 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

He clearly says he put them in ecachemd.mix which is of course where he went wrong. Using XCC mixers sound editor is the correct way to add them (or of course XCCML as already mentioned).

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Thu Jan 12, 2006 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

If you use XCC Mod Launcher (which I hope you do, considering none of use want to download a bloated audio.bag) please convert the sounds to Ogg Vorbis for filesize sake.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Jan 12, 2006 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... I thought they must be 4 bit...

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