Author Topic: Soundpacks are tricky  (Read 689 times)

Offline Billz

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Soundpacks are tricky
« on: January 04, 2009, 11:55:38 PM »
I have made a soundpack for DJ's galaxy pack. Problem is, they still won't use the sound I difined for them. How do I make the ships use the soundpack?
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Offline Kirk

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Re: Soundpacks are tricky
« Reply #1 on: January 04, 2009, 11:59:42 PM »
In the hp, there ought to be a line where it defines the sound for phases and pulses. For phasers, do not include the _start part. Torpedo sounds are defined in the torpedo script.

Offline Billz

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Re: Soundpacks are tricky
« Reply #2 on: January 05, 2009, 12:05:33 AM »
Do you mean something like this?
Code: [Select]
DorsalMain1.SetFireSound("FedHeavy")
Or this?
Code: [Select]
DorsalMain1 = App.PhaserProperty_Create("Dorsal Main 1")
If so, what do I change to make the HP call for the attached soundpack which I made?
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Offline Kirk

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Re: Soundpacks are tricky
« Reply #3 on: January 05, 2009, 12:07:25 AM »
The first one is correct. You change "FedHeavy" to "ds9phaser"

Offline Billz

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Re: Soundpacks are tricky
« Reply #4 on: January 05, 2009, 12:20:48 AM »
Worked. Now all I need is the 'FedHeavy' start and loop sounds from whoever has them, change the ds9phaser bit back to FedHeavy and release the sound with the soundpack to DJ. Then he can release it as a patch for anyone without KM1.0

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Offline Kirk

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Re: Soundpacks are tricky
« Reply #5 on: January 05, 2009, 12:35:09 AM »
Hmm, let me dig for the file. Expect an edit soon.

Edit: A is start, B is loop.