Well, I'm back, and let me say that I successfully added, into my personal mod, some weapon sounds from Call of Duty and its expansion pack, along with Medal of Honor: Allied Assault and its expansion packs (I did that for my personal use only). Unfortunately, when I added the firing sound for the Thompson from Call of Duty and tested it in Operation Battleaxe, there is no "ba-da-ba-da" effect for that weapon. Instead, as you are firing multiple rounds, the sound file (I mean the one that you would hear for whenever you fire off one round) is heard, and it continues until the sound ends, after which it starts again, and that happens as long as you hold down the fire button. What am I doing wrong? I would like to know. Thanks.Swaffy wrote:Hmm. I have a possible alternative, if this works: If you are modding using your own mod instead of saving over the game's base files, you can just use files that you have in your mod using the same RFA file names. Because if you have your own mod, the game will load the vanilla files first then load your mod's files on top of it. But I'll be honest, I don't know a lot about using patch RFAs, I only learned (or thought I learned) some of it from the other people here on the forum.
Need to add replacement sounds
Re: Need to add replacement sounds
- Vilespring
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Re: Need to add replacement sounds
I'm gonna give it a long shot, but when I've floated around sound files for my scratch tank game (don't tell EA) I found each weapon has a sound file for one shot, and multi shots. No idea how it works, because I'm a vehicle coder.
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Re: Need to add replacement sounds
Scratch Tank game? What program language?
Walk quietly and carry a sniper rifle
Re: Need to add replacement sounds
I think I can grasp what you are explaining here. Do you mean it's a rather long sound, where there's a gun shot and it resonates for a while before stopping? Usually, in BF1942, sound files like that are used on semi-automatic firearms where you can only fire the weapon one shot at a time (no full-auto). For full-auto firearms in BF1942, there is a very short sound that loops for the full-auto fire and a separate sound file for the release of the full-auto fire, which in most cases is the shot resonance (the "whoooshhhhhhhhhhhhh" sound after firing).andoodle wrote:Well, I'm back, and let me say that I successfully added, into my personal mod, some weapon sounds from Call of Duty and its expansion pack, along with Medal of Honor: Allied Assault and its expansion packs (I did that for my personal use only). Unfortunately, when I added the firing sound for the Thompson from Call of Duty and tested it in Operation Battleaxe, there is no "ba-da-ba-da" effect for that weapon. Instead, as you are firing multiple rounds, the sound file (I mean the one that you would hear for whenever you fire off one round) is heard, and it continues until the sound ends, after which it starts again, and that happens as long as you hold down the fire button. What am I doing wrong? I would like to know. Thanks.Swaffy wrote:Hmm. I have a possible alternative, if this works: If you are modding using your own mod instead of saving over the game's base files, you can just use files that you have in your mod using the same RFA file names. Because if you have your own mod, the game will load the vanilla files first then load your mod's files on top of it. But I'll be honest, I don't know a lot about using patch RFAs, I only learned (or thought I learned) some of it from the other people here on the forum.
For example, here are three made-up file names:
Weapon_LR.wav
Weapon_M.wav
Weapon_Release.wav
For "Weapon_LR.wav" you will want it to be played only for the 1st person camera. This is your stereo (two-channel) sound, which sounds more detailed. To make this sound only play in 1st person view, you need to make sure its sound script has "stereo" added to it. (By the way, "LR" means "Left/Right")
For "Weapon_M.wav" you will want it played only in 3rd person view. This is a mono (single-channel) sound, which is smaller in file size and isn't as detailed sounding. To make this sound play in 3rd person view, simply make sure the line "stereo" is not added to its sound script.
And finally,for "Weapon_Release.wav" you will want it played after the firing loop has stopped. This is probably in a different section of your weapon's sound script file (usually next to the firing sounds).
Compare your sound script to some of the vanilla guns that are fully automatic and see the differences between the Mono and Stereo (LR) sounds.
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- Vilespring
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Re: Need to add replacement sounds
A tank game made in scratch!BotHunter wrote:Scratch Tank game? What program language?

and, Swaffy one again thoroughly answered you're question. Where would we be without you?

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Re: Need to add replacement sounds
Hmm. Have you looked into small basic?
Walk quietly and carry a sniper rifle
- Vilespring
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Re: Need to add replacement sounds
Not yet. Let's move this somewhere else, how it is in now way related to this topic! 

A picture is worth a thousand words, but takes up three thousand times the memory.
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"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Re: Need to add replacement sounds
And I wouldn't be anywhere without the other guys here. :]Vilespring wrote:Where would we be without you?
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