Sound Files I Made . . .
Killer_White
Join Date: 2003-06-17 Member: 17449Members
<div class="IPBDescription">What forum do I post in!?!?!?!?</div> I made some sound files for 1.04 that have a marine scream when he dies.
Here they are.
<span style='color:red'>NOTE:</span>I couldn't find a sound development forum, so this was the next best place. Move me to the correct forum if you get the chance. Maybe the General Discussion would be better.
EDIT: hosted these on a server, the original zip file was missing two sounds cause they were too big. Download them here:
<a href='http://www.rbdclan.com/screamineagle/deathsounds.zip' target='_blank'>http://www.rbdclan.com/screamineagle/deathsounds.zip</a>
Here they are.
<span style='color:red'>NOTE:</span>I couldn't find a sound development forum, so this was the next best place. Move me to the correct forum if you get the chance. Maybe the General Discussion would be better.
EDIT: hosted these on a server, the original zip file was missing two sounds cause they were too big. Download them here:
<a href='http://www.rbdclan.com/screamineagle/deathsounds.zip' target='_blank'>http://www.rbdclan.com/screamineagle/deathsounds.zip</a>
Comments
You forgot the readme in your zip.
Try to follow convention when making threads. If this is a release, you should put srel, or sndrel in the title.
Try to clean up your sig.
Welcome to the forums.
These will play whenever an alien using the specified weapon scores a kill, regardless of whether the target is a <b>marine </b>or a marine <b>structure</b>.
I tried adding screams like this a while ago, but it got weird after hearing resource towers and phase gates release horrible screams of death. It's too bad the game plays the same sound file for both events, but that's just how NS works.
But, if that's ok with you, then everything's groovy.
Event 5004 is the "Play WAV file" event, for reference. ;)
Yeah. NS plays the file whenever the alien kills something. That's why the default sounds are those of an alien's laugh and not a marine's scream.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A better way to do marine death sounds is through model events.
Event 5004 is the "Play WAV file" event, for reference. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ooo, never heard of that method before. Can you elaborate?
(2) add a 5004 event to each of the death animations in the qc, pointing to any file you want to use
(3) recompile, and voila!
This also has the nice bonus that you can have multiple death sounds, as there are multiple death anims.
You'd need to add this after the each applicable $sequence line:
<i>{ event 5004 [frame #] "[wav file path]" }</i>