Environmental Sounds simplified?

Started by Raze · 8 posts · 978 views

  1. #1
    Raze's, mapping tip #2

    Environmental sounds.
    The following is based upon previous knowledge of rfa editing.

    It may not be exact or miss some things since I did write

    this off the top of my head with some cut and paste. I hope

    this helps you create you sound paths.

    Following example creates...
    Shoreline water effect.

    Needed,

    Battlecraft
    Spreadsheet program (I used excel)



    First off I created the custom object for battlecraft so I

    could use it again in the future with greater ease.

    Go to your battlecraft folder and find the file bfv.lst.

    Open this file with notepad and at the end under effects add

    the line.

    shoreline=StandardMesh(0_CL_box01_m1)

    close, saving bfv.lst


    Open your map with battlecraft.

    OK here is the busy part.

    First find a starting point for your water sound effect. This

    point will be the reference point from now on. Once you

    figure it out, we need to create a connect-the-dots for the

    water sound. To do so, place your shoreline object on the map

    where you have decided was the starting point. Then keep

    placing copies of this shoreline object in various points,

    think of connecting the dots. Below is an example of

    placements of the objects. They should create a connect the

    dots pattern around your water. While placing these objects

    write down the X and Z coordinates of each object in order.

    Lets say the above points have the following x/z coordinates
    1) 300/475
    2) 300/325
    3) 100/300
    4) 100/100
    5) 350/85
    6) 350/25
    7) 450/50
    8) 425/274
    9) 350/325
    10) 350/475


    Once you get all these coordinates, you can delete objects

    2-10 but leave object #1. You need this for the reference

    point.

    Now for the hard part.

    You need to convert all these points into point in conjunction

    to the starting point. To do this you must subtract the

    starting point from the next coordinates. See below.

    basically point 1 is 300-300/475-475 or 0/0
    point 2 would be 300-300/325-475 or 0/-150
    point 3 would be 100-300/300-475 or -200/-175
    .
    .
    .
    basically x-300/z-475 in this example.

    and so on though 10.

    That part is now complete. Keep these new coordinate handy.


    Edit the mapname/init.con and take out the rem on the line.
    rem run Sounds/Environment
    this will allow our soundpath to work.

    Now we need the file sounds/environment.con
    create a text file called environment.con with the following

    line inserted.

    run shoreline

    Now we need the file sounds/shoreline.con
    create a text file called shoreline.con with the following

    lines inserted. Please note this is where the new cooridinate

    we calculated go.

    rem *** shoreline ***
    ObjectTemplate.create AreaObject shoreline
    ObjectTemplate.saveInSeparateFile 1
    ObjectTemplate.triggerRadius 20
    ObjectTemplate.loadSoundScript shoreline.ssc
    ObjectTemplate.addLinePoint 0/0
    ObjectTemplate.addLinePoint 0/-150
    ObjectTemplate.addLinePoint -200/-175
    .
    .
    .
    and so on.



    Now we need the file sounds/shoreline.ssc
    create a text file called shoreline.ssc with the following

    lines inserted. Please note I am calling default BFV sounds.

    #templateLevel HIGH

    newPatch

    ######################
    ### Bridge Ambient ###
    ######################
    load @ROOT/Sound/@RTD/river.wav
    loop
    minDistance 5
    volume .5

    ##############################################################

    ##

    #templateLevel MEDIUM

    newPatch

    ######################
    ### Bridge Ambient ###
    ######################
    load @ROOT/Sound/@RTD/lake.wav
    loop
    minDistance 15
    volume .5

    *** Distance Volume ***
    beginEffect
    controlDestination Volume
    controlSource Distance
    envelope Ramp
    param 20
    param 50
    param 1
    param -1
    endEffect



    With the 3 files environment.con, shoreline.con, and

    shoreline.ssc created, insert them into your map in the sounds

    folder. Please note it is sounds, not sound.

    That's it. Along the line if you connect the dots, should play

    the sounds specified.
  2. #2
    It's nice that you could figure it out. Lets just hope Scott understands it, cuz I'll never be able to do that.

    lol The left side of my brain died just from reading the instructions. :twisted:


    Also, have you figured out how to put a custom sound in, and tie it to an object? My cafe needs some light dance music bad. :twisted:
  3. #3
    I think you should put in some of that Pakistani Dance music. I can't remember the name of the band, but it was a bunch of older guys in turbans doing dance music. It was funny stuff.
  4. #4
    phew..... demand, demand, demand.... no problem. I'll look into it. You could use the same Idea just have a single point if you just wanted to have the "atmosphere"
  5. #6
    Man your accomplishing alot. Whats it gonna cost for you to hook up 2 or 3 of my maps. :?: :wink:
  6. #7
    Well i'm not certain at this time but I killed Ghost in the Darkness where I was placing these sounds. I edited a ssc file and it corrupted the whole map where you couldn't open it again. I guess I have a few kinks to work out.
  7. #8
    Did you have a back-up copy? Cuz I would feel like sh*t if i caused you to mess up that map.

    Also was it the custom sounds that did it? or the shoreline noise?