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Tutorial - Adding Sounds to Map
The *.ASS FILE
I do not know how the Rommel Editor sound system works, I just use the *.ass file or the UOeditor to add sounds. The *.ass process is a bit complicated and I am still not sure about all the values that go into that file. Here is how it works:
The file goes into your map's folder and looks like this:
AMBIENT_LOOPS
L_IVENT.WAV
11 60
13 60
32 60
34 60
wind_loop01.wav
8 40
10 30
31 30
AMBIENT_SPOT_SOUNDS
AMBIENT_3D_SOUNDS
1 wind_blow01.wav 20662 33980 30280.1 70
1
10 25
300 3000
2 l_wgurg2.wav 36300.6 33697 31622.3 50
0
500 3000
etc...
The first part are the AMBIENT_LOOPS (environment sound). It basically fills up the whole room with the same sound (like constant cricket chips). The format is:
[WAV FILE NAME]
[Room#] [Volume]
[2nd_Room#] [Volume]
Next come the AMBIENT_SPOT_SOUNDS. I don't know how they work.
Next are AMBIENT_3D_SOUNDS. They are used to put a sound in a certain spot on the map and as the character gets closer, the sound gets louder.
The format is (sorry for small font):
[Sound#_in_list] [WAV_FILENAME] [X] [Y] [Z] [Volume]
[TIME_Interval_between_plays?] (0 = No {constantly loops}, 1 = Yes {breaks between loops})
[Min_time_break_between_plays] [Max_time_""] (Only if previous line = 1, in seconds)
[Radius_of_loud_volume] [Rad_of_softer_vol]
I am not sure how the volume really works but values like 300-3000 should be ok.
To get the X Y Z coordinates for the sound, go into UOeditor, open your map, make a new mission, go into the sound pannel, make a "dummy" sound and add it in the location you want the 3d_sound to go (look in 3d mode to help you, a white double sided megaphone icon should show up in 3d mode). Save the mission. Now use notepad to open the mission file, and look for the dummy sound you made ("Sound Emitter Data" section). There should be your XYZ coordinate. Copy and Paste it to your ass file.
Best way to learn is by looking at an example ASS file.
And a warning: If you make an error in the ass file, the map will crash during loading.
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