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RP2 and Sounds
#6
No!
Just somewhere where the game can find it, ONE audio.idx and ONE audio.bag has to exist with at least ONE entry, which should not be a problem even for TCs. As said, that one entry can be a null sound with a millsecond of silence or whatever you like.
So, a TC that wants to get rid of the BAG system would simply include that one-entry IDX and BAG, which would be a kilobyte or something in size.

The MIX system works parallely to the BAG system. No special tags or whatever needed.
You add the filename (without extension) to the Sounds= list of a sound, and it will work. Smile

However, WAV files in mixes are not recognized if a WAV file with the same name exists in the IDX!
So be creative. Smile
That's also where the new sound inis come in.

Case example: you want to change the MenuSlideIn sound.

1.
Put your wave (let's assume it's called "NewMenuSlideInSound.wav") into your mix file.
2.
Create a sound ini for your mod, let's say soundmd99.ini.
Of course, you add that to your mix as well.
3.
If you want to change defaults, add a [Default] section (if it's not present the one from the original soundmd.ini will be used).
Add the SoundList and your sound section:
Code:
[SoundList]
1=MenuSlideIn   ;will overwrite the one in the original soundmd.ini

[MenuSlideIn]
;Volume=65    ;not even required because this is set in the original soundmd.ini already
Sounds=NewMenuSlideInSound     ;not listed in the IDX -> WAV file will be used
[Image: jsfml.png]
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Messages In This Thread
RP2 and Sounds - by pd - 20.12.2007, 09:58:21
RE: Feature Discussion: RP2 and Sounds - by pd - 20.12.2007, 21:44:47
RE: Feature Discussion: RP2 and Sounds - by Blade - 21.12.2007, 10:34:46
RE: Feature Discussion: RP2 and Sounds - by pd - 21.12.2007, 14:47:29
RE: RP2 and Sounds - by Beowulf - 07.10.2008, 09:01:13
RE: RP2 and Sounds - by pd - 07.10.2008, 17:48:00
RE: RP2 and Sounds - by Beowulf - 08.10.2008, 01:04:39



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