tinRobot on 23/4/2006 at 09:27
Greetings all,
Been going through Komag's tute.
Up to the section where I first open the SoundSchema Browser.
What on earth am I supposed to do now? Anyone got any good instructions on everything in this window? :p (BTW I've read the bit in Komag's tute about not being able to hear sounds when I'm editing or testing the map. This isn't the problem I'm talking about.)
I can see all the sounds in the left-hand menu of the browser, and I can select one, but what next? I certainly can't play it using this 'browser/editor' window despite there being three different Play buttons - I can't hear anything.
Is there any way of hearing the sounds before adding them to your map and 'running' the game?
And what's a MetaSound? I was able to add a MetaSound by browsing for and loading for one of the wav files, and then I could hear it in the browser, but I'm pretty sure this isn't what I'm supposed to be doing...
Cheers
nomad of the pacific on 23/4/2006 at 10:21
I've been using DXIW Sound Drone to find the sounds I want and then selecting them in the browser to use them in game. I think New Horizon might have made it possible to hear all the souds with T3EnhancEd, but the regular editor isn't capable of playing anything from the browser if it doesn't have a .wav file to the best of my knowledge. :p
Judith on 23/4/2006 at 10:32
Hey tinR,
After opening the sound schema browser (which takes ages...), just select one of the sounds you need and minimize the browser. Then take ambient sound, for instance, add property --->Sound--->SoundAmbient and afer clicking the "use" button the selected button's name should appear. If it didn't just re-select the sound in schema browser and hit "use" button again.
Oh, you cant play all the sounds - here's (
http://www.megaupload.com/?d=16H2B1LE) DX:IW Sound drone beta 1.0, this will help you :)
I'm not sure about metasound,, I think it's responsible for many actions, not just playing the simple sound, maybe others will know more..
tinRobot on 23/4/2006 at 11:04
Thanks nomad and Judith.
I followed your instructions and have been able to 'attach' a sound to a zone.
So, am I right in understanding that:
a) sounds can be attached to any objects?
b) the SoundSchema Browser doesn't actually let you hear the sounds in advance?
Thanks.
GlasWolf on 23/4/2006 at 12:45
I found this confusing when I first started messing around too, which is part of the reason why I added a (
http://www.ttlg.com/wiki/wikka.php?wakka=MissionDesignSound) tutorial to the wiki outlining how to import sounds.
I think the deal with the unplayable sounds is this: the soundschema browser is the index of the sounds. All the actual sound files are packaged into the huge schema_metafiles in the \T3\CONTENT\T3\Sounds directory. However, there is a small subset of files that are included
unpackaged in the editor install zip (look through the subdirectories of the sounds folder), and these are the ones you can play straight out of the browser.
NH says the reason why the browser takes so long to open is because it's checking for unpackaged files (i.e. wav or ogg) for every sound before defaulting back to the packaged ones. I know Scott and NH added empty files for all the sounds in T3EnhancEd, I wonder if they could be made available as a standalone download?
Rantako on 23/4/2006 at 12:54
If you use Sound Drone to extract all the sounds into you Sound folder (about 10000 wav files), you'll be able to hear them in the Schema Browser (the Schema Browser will also load a lot quicker). If you've got plenty free disk space it's definitely the best thing to do.
Quote:
And what's a MetaSound?
Metasounds let you have more than one wav file in a single schema. Some of the looping ambients have three or four metasounds, each with a different wav, for example, and the game plays them randomly to give the sound a bit of variety.