Player model specific sounds needed

Developer discussion of experimental fixes, changes, and improvements.

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Postby Xeno » Tue Aug 05, 2008 6:19 pm

I just played with the test sounds online. I'd like to request that it be possible to turn them off. Even with good, pseudoprofessional quality I would find the pain and death sounds very annoying and distracting. One of the things I couldn't get past the few times that I tried WSW was how unbelievably annoying all the stupid grunting and screaming were.

All the team voice messages will be great and I strongly support them... I just want to be able to opt out of audio spam. :P


Btw, would you consider sound clips from AGK? :twisted:
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Postby divVerent » Tue Aug 05, 2008 6:33 pm

Well, for one, sv_gentle server cvar certainly turns off the sounds. Opting out per-player is currently not possible, though, but can be a server option.

Jump sounds are actually opt-IN.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Xeno » Wed Aug 06, 2008 3:42 am

Thanks for the reply, div.

Ideally I'd like to be able to hear the team messages but not the grunts etc. If nothing else, maybe I can just edit/replace the ones that I don't like.
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Postby divVerent » Wed Aug 06, 2008 6:35 am

Image

This is what we can do without handling all sounds in CSQC (which would be broken, as they currently cannot track entities).

Basically, this mixes the 8 channels an entity can have using separate cvars. You can turn off pain sounds that way - and it also is a nice debugging help.

Only works on new svn servers though, as the distribution of events over the channels was a mess before.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby HarryButt » Wed Aug 06, 2008 8:39 am

By the way, do you need the samples to be in mono or stereo? Tenshihan mentioned that for example the footsteps had to be mono to work with distance/direction. I don't know if this is necessary for voice chat, but I'm no audio guy anyway.
Last edited by HarryButt on Wed Aug 06, 2008 8:44 am, edited 1 time in total.
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Postby divVerent » Wed Aug 06, 2008 8:41 am

Mono, preferably, as they will be spatialized by DP (but nothing breaks if they are stereo, it just won't gain anything).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby C.Brutail » Wed Aug 06, 2008 10:17 am

"One should strive to achieve; not sit in bitter regret."
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Postby Xeno » Wed Aug 06, 2008 8:58 pm

:D

That new menu looks great too. (I also just found sev's wicked menus)

Great work, thank you!
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Postby HarryButt » Thu Aug 14, 2008 6:48 am

Okay, I recorded most of the required sounds :P Have to play around with some distortion stuff though. I heard, torus wanted to do some recordings too.
Actually I was wondering about female voices. Since we don't have many females around (at least nobody can tell, who's who :roll:) this could be a problem. I asked a friend of mine, who's working at our local "Radio Hamburg" station, if she can find some time to record a few "arrrghs" and "urks". But since I don't know about her english pronounciation "zis might turn owt a littul strange".
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Postby esteel » Thu Aug 14, 2008 5:37 pm

Heh, some ahhs and ohhhs (will we get other sounds then meaning from her? :) ) should sound the same in most languages :P
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