• Welcome to Freedom Reborn Archive.
 

ambient sounds on maps

Started by Boalt92, May 15, 2008, 06:04:55 AM

Previous topic - Next topic

Boalt92

After an extended bout of reality, I'm back onto the more important things....namely this mod that I "started" years ago.

At any rate, I'm having a bit of trouble with some custom placed ambient sounds.  Here's what I did:

1) extracted the ambient sounds from both FF1 and FF2. 
2) chose the sounds I wanted and placed them in the sounds/ambient folder in my mod
3) copied an existing ambient sound (the "lava"), cleared the files, and pointed them to the sounds I placed in my mod/souds/ambient folder.
4) renamed the new sound ambient_sewer
5) placed a positional on my map, changed the name to "ambient_sewer" and placed "sewer" in the "strings" field and "50" in the "numerical" field (under parameters).
6) nothing happend.

Any suggestions?

Thanks in advance
B92

ps--I noticed that when I pointed to the sounds placed in mymod/sounds/ambient the editor truncated "mymod" to "ymod" (or similar) in the file path and there's no way (apparently) that I can overwrite it.

EDIT--oops!  should this be in the "sounds" thread? :unsure:

GogglesPizanno

I don't have an answer, but I did want to confirm the truncating of path info when Ive played with sound files as well. I think this is why I gave up trying to do it. I don't know if this is a bug or if there is something that is missing.

Lunarman

the truncation is the problem and there's no fix I think..

However, you might try creating a folder call Ymod and making a directory structure in there.

Also, Stumpy's Dat editor might do the trick.

Previsionary

this could be similar to the fx sound problem that was figured out awhile back. Ambient sounds is really koenig's area though and I'm pretty sure he added his own custom sounds. Anyway, if you set up your mod folders similar to FFVTTR, that truncated problem probably won't be an issue, but I can't confirm that.

edit: actually, I had a problem with the sounds tab in general during the exiles mod. I fixed it, but I couldn't tell you what I did now, heh.

cmdrkoenig67

Did somebody mention me?

:lol:

I've had pretty good luck adding sounds to maps (even custom sounds)....Maybe I can help...

Here's what you posted...


1) extracted the ambient sounds from both FF1 and FF2. Good.
2) chose the sounds I wanted and placed them in the sounds/ambient folder in my mod Correct
3) copied an existing ambient sound (the "lava"), cleared the files, and pointed them to the sounds I placed in my mod/souds/ambient folder. I'm not sure what you mean by "Cleared the files".
4) renamed the new sound ambient_sewer  Correct again.
5) placed a positional on my map, changed the name to "ambient_sewer" and placed "sewer" in the "strings" field and "50" in the "numerical" field (under parameters).  I've never changed the parameters for sounds...Although, I don't have any idea what effect that would have.  Did you make the renamed positional marker a "sound" in the Type field, under the name?

Boalt92

Thanks for the suggestions kids,

I decided to take some of the existing ambient sounds and change the names of my custom files to match them.

It's not perfect, but it's working.



B92