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Cannon Impact Sound ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Thu Mar 16, 2023 3:07 pm    Post subject:  Cannon Impact Sound ? Reply with quote  Mark this post and the followings unread

When a tank fires at another tank, the shell [projectile] makes a sound on impact but I cannot find the code for this in the Sound, Art or in the Rules.

Mind you that this is not the sound of the tank exploding sound or the sound of the tank firing since those two are different from the inpact of the shell.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 16, 2023 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Weapon impact sounds are attached to the warhead's anim with Report=, for example;

Rulesmd.ini
[WARHEAD]
AnimList=S_CLSN22

Artmd.ini
[S_CLSN22]
Report=Explosion14

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Thu Mar 16, 2023 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

So everything in the AnimList is an animation with a sound attached.

But my problem is that if I use any of them like S_CLSN22 and change the report with my custom sound, any other warhead that uses S_CLSN22 will play my custom sound.

If I make a copy of S_CLSN22 in the Artmd.ini and rename this as S_CLSN500 and attach my custom report, the game will either crash or not play the sound because S_CLSN500 animation doesn't exist.

So, how do I attach my sound so that it will only play with my new warhead ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 16, 2023 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make sure to also add your the new anim (S_CLSN500) to the [Animations] list in rulesmd.ini.

Make sure that your new sound effect is in the correct wav format (IMA ADPCM 22050 Hz) & added to the soundmd.ini. You can temporally attach it to another anim that you know works (S_CLSN22 etc) to see if it plays correctly.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Mar 16, 2023 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The other option is to add a DamageSound= to the units, which will result in the sound(s) being played when damaged by anything else. The impact sound would be consistent regardless of animation that way?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Mar 16, 2023 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
If I make a copy of S_CLSN22 in the Artmd.ini and rename this as S_CLSN500 and attach my custom report, the game will either crash or not play the sound because S_CLSN500 animation doesn't exist.

Did you also add Image=S_CLSN22 to the object or when you mean copy you made a duplicate of the .shp and renamed it?

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Mar 17, 2023 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Mig & G-E
I'm going with the DamageSound= because this is exactly what I wanted since playing the SUDDEN STRIKE Series.

In that game, when tanks get hit, you can hear the sound of the shell bouncing off the tank surface.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Mar 17, 2023 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you do go that route, add some silent waves to the sound so that it doesn't play everytime, and set Priority=low while you're at it. You don't necessarily think about it now, but imagine a big tank battle where 10-12 tanks are shooting each other, and some of them are CellSpread warheads that damage multiple units... you might get a lot of sound clutter.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 19, 2023 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
Thanks Mig & G-E
I'm going with the DamageSound= because this is exactly what I wanted since playing the SUDDEN STRIKE Series.

In that game, when tanks get hit, you can hear the sound of the shell bouncing off the tank surface.

Obviously ill thought-out, except your mod has tanks only as well as cannons only:
Tanya fires pistols on tank: tank plays sound of shell ricochet
Flamethrower fires on tank: tank plays sound of shell ricochet
Tesla coil hits tank: tank plays sound of shell ricochet

Learn to code correct art.ini anims and their sounds. It's not hard and the game is showing hundreds of working examples.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Mar 20, 2023 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO, let the guy try, if he doesn't like it, he'll change it...

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