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Tiberian Sun - Ambient Sound
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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Thu Mar 28, 2019 1:11 pm    Post subject:  Tiberian Sun - Ambient Sound Reply with quote  Mark this post and the followings unread

Hi all,

is it possible to insert some ambient sounds? for example dog barks or lake sounds. if it is possible to do this - is it also possible to loop any kind of sound effects?

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Thu Mar 28, 2019 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

What do you want to do with them exactly? Ambient sounds for maps?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 28, 2019 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ambient as in hearable all over the map, regardless where the players screen currently is focused, no. Only a few hardcoded sound effects play global, like the jellyfish PropulsionSoundEffect's

However you can do create local ambient effects with a little workaround
-create a dummy building (copy of an invisible light post)
-give this dummy building in art.ini an infinitely looped ActiveAnim
-give this dummy ActiveAnim via TrailerAnim another dummy anim which plays your sound and you can use TrailerSeperation to control the delay/interval at which the sound is repeated

You can also play with the key RandomLoopDelay, to give the sound a random delay. However be warned, that this might cause a sync loss in network/online games as soon as some kind of damage is also involved.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Fri Mar 29, 2019 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank for the answers,

OK - creating a light post is an easy task for me.

[SOUDLITE]
Name=Invisible Light Post
Image=GALITE
InvisibleInGame=yes
Insignificant=yes
Selectable=no
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
; LightVisibility=5000
; LightIntensity=0.2
; LightRedTint=0.05
; LightGreenTint=0.05
; LightBlueTint=0.01
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

But now I don't get the next steps.

I never really edited the art.ini - so I need maybe just an example what exactly you mean with ActiveAnim and also TrailerAnim .

Right now I'm confused.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 29, 2019 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

rules.ini
;add new anims to this lists end
[Animations]
: ;using TS Client, the last used number is 751=KODIAK_AD
752=SNDLOOP
753=THESOUND

[SOUDLITE]
Name=Invisible Light Post
Image=GALITE you want to have it use it's own art.ini section
InvisibleInGame=yes
Insignificant=yes
Selectable=no
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
; LightVisibility=5000
; LightIntensity=0.2
; LightRedTint=0.05
; LightGreenTint=0.05
; LightBlueTint=0.01
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

art.ini
[SOUDLITE]
Cameo=LITEICON
Image=GALITE ;it can use the same SHP
Remapable=yes
Foundation=1x1
TerrainPalette=yes
NewTheater=yes
ExtraDamageStage=false
ActiveAnim=SNDLOOP

;this loops infinitely
[SNDLOOP]
Image=CLRANIM ;create a new clranim.shp with 10 empty frames of 1x1pixel canvas size
Rate=300
LoopCount=-1
TrailerAnim=THESOUND
TrailerSeperation=100 ;play every 100 timeunits (*) the anim

;feel free to give this dummy anim a better name
[THESOUND]
Image=CLRANIM ;use the same dummy SHP
Report=METEOR1 ;set here your sound effect (don't forget to also include it in sound.ini)

(*)no clue exactly how the delay is measured, frames or seconds.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Sat Mar 30, 2019 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the help!

Now I get it - thanks again!  Very Happy

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