Help with weapon audio modding

Jan 25, 2013
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3
8
#1
So, I've already done a couple of sound mods for weapons, which worked great, I had no issues whatsoever. But lately I can't get certain sounds to play properly. When a weapon fires, at times my new sound will play, but most of the time it's completely silent.

I thought at first that the sound file perhaps was too long for the bolts to keep up, so I shortened it, but to no avail (and it would be odd if that was the case, as my other blaster sound mods work fine even though the length of the audio differs to the vanilla sound). So, I'm looking for help here to figure out what is going on with it.

I've tried shortening it, reducing the file size and spund quaility both, but nothing came from doing those things either.
 

Timbab

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#2
Maybe to do with the .SND files?

Here is the template for the file:

Code:
// Sound
// META(CHUNKID:0003)
enum[SoundType]{Ambience=0,Explosions=1,Item=2,Movement=3,UserInterface=4,Vehicle=5,Vocalisation=6,Weapon=7,BackgroundMusic=8,PlayerMusic=9,Machine=10,Installation=11,CombatMusic=12,Voiceover=13}
enum[VolumeType]{FullVolume=0,Once=1,Everytime=2,Second(s)=3}
enum[PitchType]{BasePitch=0,Once=1,Everytime=2,Second(s)=3}
enum[PlayOrder]{Random=0,InOrder=1,Random(NoRepeats)=2}
enum[PlayCount]{OneAtATime=0,AllAtOnce=1}
enum[WhenTo]{Never=0,Initial=1,Everytime=2}
enum[Priority]{_1(Highest)=0,_2=1,_3=2,_4=3,_5=4,_6=5,_7=6,_8=7,_9=8,_10(Lowest)=9}

Int[FileCount]
String[Audio File, FileCount] // Accepted Audio Files: .WAV, .MP3, typically found in: sample/, music/, player_music/sample/, voice/sample/
Float[Start Delay Min (s)]
Float[Start Delay Max (s)]
Float[Fade In Min (s)]
Float[Fade Out Max (s)]
Int[Loop Count Min] // Loop/Play: -1 = Infinite = FF FF FF FF
Int[Loop Count Max] // Loop/Play: -1 = Infinite = FF FF FF FF
Float[Loop Delay Min (s)]
Float[Loop Delay Max (s)]
Float[Fade Out Min (s)]
Float[Fade Out Max (s)]
Int[Type](default=0,enum=SoundType)
Int[Play Order](default=0,enum=PlayOrder)
Int[Play Count](default=0,enum=PlayCount)
Int[When to Loop Delay](default=0,enum=WhenTo)
Int[When to Fade In](default=0,enum=WhenTo)
Int[When to Fade Out](default=0,enum=WhenTo)
Int[Vol Sample Rate Type](default=0,enum=VolumeType)
Float[Vol Sample Rate]
Float[Vol Min (%)]
Float[Vol Max (%)]
Float[Vol Interpol Rate(s)]
Int[Pitch Sample Rate Type](default=0,enum=PitchType)
Float[Pitch Sample Rate]
Float[Pitch Min] // In Half Steps
Float[Pitch Max] // In Half Steps
Float[Pitch Interpol Rate (s)]
Int[Priority](default=8,enum=Priority)
Float[Soundstage Distance Max (m)]
But if it's not that, maybe it's to do with the playback/ files, but I'm not sure.

Let me know if you find out more, I'll be happy to try and help ya.
 
Jan 25, 2013
64
3
8
#3
Maybe to do with the .SND files?


But if it's not that, maybe it's to do with the playback/ files, but I'm not sure.

Let me know if you find out more, I'll be happy to try and help ya.
Yeah, I don't think it's SND. As I'm only replacing existing sample files, which already have SNDs for them, just like I did before. The sound plays now and again at times, but does not play for "every" shot, and sometimes not at all, but if I restore the old sample wav files, there are no issues, so it seems to be an issue with the wav files themselves playing properly in game.