Alternate Sounds

Alternate Sounds

Postby inpersona64 » 05 Oct 2011, 18:00

Other thread regarding custom weapon sounds: http://forum.freegamedev.net/viewtopic.php?f=53&t=1433

I put this thread up to basically generalize a place for all custom sounds in Red Eclipse. So if anyone has some cool custom sounds they made or found that they think are cool, post them here. Everyone wants to try something different :D

With that I bring a small batch of custom announcer sounds. The announcer sounds are located under:

C:\Program Files\Red Eclipse\data\sounds\announcer\


The sounds in the pack are some from Quake multiplayer and some from Halo multiplayer. I just wanted to try something different. I even placed a readme txt in the folder for those that don't know how to replace their files.

It's in my dropbox. Here's a link if you want to download it: http://db.tt/iIzfI8JP


Edit: Made a simple demonstration of the sounds in a video. Here's the link: http://www.youtube.com/watch?v=iqugfHY4fW4
Last edited by inpersona64 on 10 Oct 2011, 15:13, edited 1 time in total.
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Re: Alternate Sounds

Postby Goku » 05 Oct 2011, 19:48

im hoping someone here can tell me how to add additional sounds to the list in the sound entity type list. I have my sounds registered but cant get it to join the entity list. Any help would be appreciated. Id rather add sounds than replace them right now.
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Re: Alternate Sounds

Postby qreeves » 06 Oct 2011, 00:10

Goku {l Wrote}:im hoping someone here can tell me how to add additional sounds to the list in the sound entity type list. I have my sounds registered but cant get it to join the entity list. Any help would be appreciated. Id rather add sounds than replace them right now.

Just add more entries to the bottom of your map.cfg (and then [re]load the map).
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Alternate Sounds

Postby Goku » 06 Oct 2011, 00:54

Worked perfectly quin, thanks. To clarify for anyone who is wondering. At the bottom of the config file of the map you want to add sounds to, you will see a list of sound file paths. Add the path to your sound to the list and it shows up in the /newent sound entity. your may have to example: /registersound /ambience/hum. i had done that earlier so im not sure if its necessary.

Might as well get the rest of my sound questions out of the way.

Is there a way to make an entity sound only play the sound file once until the player is back in radius? (so it doesn't keep looping)

Is there a way to trigger a global map sound from a entity? (like a buzzer everyone hears when a player finishes a time trial)

How do i view the radius of an entity as I change it?

Thanks for any info.
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Re: Alternate Sounds

Postby qreeves » 06 Oct 2011, 12:23

Goku {l Wrote}:Is there a way to make an entity sound only play the sound file once until the player is back in radius? (so it doesn't keep looping)

Not currently, put a request on the bug tracker and I'll get around to it.

Goku {l Wrote}:Is there a way to trigger a global map sound from a entity? (like a buzzer everyone hears when a player finishes a time trial)

Yes, you can link any sound/particle/etc entity to a trigger/pusher/teleport/etc. Select the trigger, right click the sound to add it to the selection, then press L to link them.

Goku {l Wrote}:How do i view the radius of an entity as I change it?

It should display it, I think there might be a bug I need to track down, they seem to have disappeared. If you're gonna bugtrack the first one, do me a favour and create a ticket for this too? :)
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