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Changing sound of a rock - Printable Version

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Changing sound of a rock - Spazatron - 05-08-2014

I have a debris entity (a stone) called "stone_med01_brown". I have scripted the rock to fall onto the ground when a player walks past it, but I want to change its sound so that when it hits the floor it plays a much more reverberant sound (that I've already created). How do I change the entity's sound when it hits the ground? I think I need to use the Model Editor but I'm not sure where I change the sound. Thanks.


RE: Changing sound of a rock - DnALANGE - 05-08-2014

There is a much easyer way to do.
You can use PlaySoundAtEntitie for YOUR sound on a scriptarea where the stone falls on the ground.
Add a script area on the ground underneath the stone.
Add a collide function if the rock toutches the scriptarea add your PlaySoundAtEntitie( the script area underneath the rock).
--
I hope this is what you mean, this is a very easy way ( altho you can still hear the Original sound as well, maybe not//


RE: Changing sound of a rock - Spazatron - 05-08-2014

(05-08-2014, 09:20 PM)DnALANGE Wrote: There is a much easyer way to do.
You can use PlaySoundAtEntitie for YOUR sound on a scriptarea where the stone falls on the ground.
Add a script area on the ground underneath the stone.
Add a collide function if the rock toutches the scriptarea add your PlaySoundAtEntitie( the script area underneath the rock).
--
I hope this is what you mean, this is a very easy way ( altho you can still hear the Original sound as well, maybe not//

I'll use the info you gave me and work on it. Thanks! Big Grin


RE: Changing sound of a rock - Mudbill - 05-08-2014

Yes, that method is probably something you'd prefer. Another way you can do it, is to make it use those sounds internally, but that requires modifying/using your own materials.cfg file. Doing so does not work with a custom story; only full conversion mods.


RE: Changing sound of a rock - Spazatron - 05-09-2014

(05-08-2014, 10:21 PM)Mudbill Wrote: Yes, that method is probably something you'd prefer. Another way you can do it, is to make it use those sounds internally, but that requires modifying/using your own materials.cfg file. Doing so does not work with a custom story; only full conversion mods.
Ah yeah I see. Alright, thanks man.