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sound procedural or any other

Discussion in 'Programming' started by vladacar, May 16, 2004.

  1. vladacar

    vladacar New Member

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    does any one know how to change the sound of the bullet when it hits the wall? or the explosion of a grenade?
    they are not impactsounds and i don't know what kind they are?
    thanks
    v
     
  2. [SAS]Solid Snake

    [SAS]Solid Snake New Member

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    For explosions it is usually defined in the projectile (it is in RocketProj/Grenade), for bullet sounds look at HitEffect.uc found in xWeapons. From there they define what Effect classes should be used for different surfaces. The different effect classes defined in HitEffect also define what sound to be played.
     
  3. rc321

    rc321 defaultproperties coder

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    TO replace the impact sounds that the minigun makes, look in MiniGunAttachment, then find simulated event ThirdPersonEffects(). You would change the AssaultRifle the same way. Below is the MiniGunAttachment code thats revelvent:

    Code:
    if ( FiringMode == 0 )
    	Spawn(class'HitEffect'.static.GetHitEffect(mHitActor, mHitLocation, mHitNormal),,, mHitLocation, Rotator(mHitNormal));
    else
    	Spawn(class'ExploWallHit',,, mHitLocation, Rotator(mHitNormal));
    
    The 1st Spawn line is FireMode1 and the 2nd is FireMode2. Each end up going to xHeavyWallHitEffect for the impact sounds. This the the file you'd need to create yourself to use your own sounds, then extend xHeavyWallHitEffect.

    If you need more explination, I could whip up a quick source dump.
     
  4. vladacar

    vladacar New Member

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    more, yes/

    please, if you can send a code where you changed some sound that would be great.
    thanks
     
    Last edited by a moderator: May 17, 2004
  5. rc321

    rc321 defaultproperties coder

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    Sure, I'm at work atm, so I'll do this when I get home. I'll replace the minigun wall impact sounds.
     

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