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Topic Summary

Posted by: Diana
« on: June 23, 2004, 09:20:09 AM »

Messing with the .2DAs is too cumbersome (and beyond my ability) especially since I only wanted to get that effect once in game.  Far, far easier to tinker with the wavc file, rename it, and plop it into Override.  ;)
Posted by: Smoketest
« on: June 19, 2004, 08:58:30 PM »

Actually, you can add echo effects without setting an area to dungeon.
Don't ask me how, i forgot. It is in some .2da file. Probably the file name contains reverb or eax in it :)
SNDENVRN.2DA contains the environmental settings for things like volume, decay, reverb, etc.

SNDRESRF.2DA lists the areas (by .ARE filename) and what environment they use, as defined in SNDENVRN.2DA

The bug with Waukeen's Promenade, that is fixed by Baldurdash, is that AR0607 (Waukeen's) was listed with a STONE0 (echoey cave) setting.

I believe these 2DAs only serve a purpose if you have EAX enabled.
Posted by: Diana
« on: June 18, 2004, 07:17:03 PM »

Hiya!

Gave up on it since the suggestions posted above didn't work and I was too lazy to tinker with the sound to get it as I wanted.  Essentially what I was trying to do was use an exisitng WAVC file to keep the mod compact since the Irenicus wavc (I think it's 04 does exactly that in Waukeen's Promenae)  and hoped there was a scripting trigger or action id to get the exact echo effect via scripting  in the last level of his original dungeon.
Posted by: Avenger_teambg
« on: June 18, 2004, 06:12:47 PM »

Actually, you can add echo effects without setting an area to dungeon.
Don't ask me how, i forgot. It is in some .2da file. Probably the file name contains reverb or eax in it :)

Posted by: Diana
« on: May 29, 2004, 04:40:38 AM »

Whoa! Methinks it'd be easier to just export the sound file, tinker with it and stick it in the override folder.  Looks like I'm gonna have to pull out Sim's Scripting Tutorial and start looking up all those actions.
 ;)
Posted by: Ghreyfain
« on: May 28, 2004, 08:39:53 PM »

You might also try experimenting with these scripting actions:

330 AddAreaType(I:Type*AREATYPE)
331 RemoveAreaType(I:Type*AREATYPE)
332 AddAreaFlag(I:Type*AREAFLAG)
333 RemoveAreaFlag(I:Type*AREAFLAG)

You could try setting the area to dungeon, play the sound, and then set it back.  Assuming the echo is gonna be really dramatic and stuff, otherwise it might not be worth the bother. :)
Posted by: Diana
« on: May 28, 2004, 11:15:08 AM »

My script uses one of Irenicus' wav/wavc files (via PlaySound) while my party is still in the first  dungeon prior to their escape.

I didn't notice this cavernous sound effect with any of my party's voices while in this area but I'll try boosting the Env Audio and see what happens.

I could probably generate an echo effect with SoundRecorder by exporting that wavc file and renaming it but I had hoped one scripting keywords could accomplish this.

Thanks.
Posted by: jcompton
« on: May 28, 2004, 10:35:25 AM »

I'm pretty sure that's just a matter of having the area flagged as Dungeon and having Environmental Audio on. Not something you can selectively duplicate with PlaySound (although you could, of course, process an audio file with a program like Audacity to give it an echo-y effect.)
Posted by: Diana
« on: May 28, 2004, 10:22:31 AM »

Does anyone know how to duplicate that booming, echoey effect that happens with voices in that Area?  I'd like to incorporate it in a script when I'm using the PlaySound() keyword.

Thanks.