Frictional Games Forum (read-only)
Removing custom enemy music and sounds? - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html)
+---- Thread: Removing custom enemy music and sounds? (/thread-52232.html)



Removing custom enemy music and sounds? - User01 - 08-06-2016

I want to remove the grunt music and sounds from a custom enemy I use. I removed every sound in the model editor and tried editing the ent file but the music is still there with with the grunt growl.


RE: Removing custom enemy music and sounds? - Romulator - 08-06-2016

Are you referring to the terror_meter? If so, that's a setting located in the game.cfg under Player_General. Change TerrorSound to have a null value, like so.

PHP Code:
<Player_General

     FOV 
"70"
     
FarClipPlaine "400"
     
//...
     
TerrorSound ""
/> 

You'll need a full conversion though if you want to get rid of that specific thing.

If you want to get rid of the sounds that are made, you should create a new grunt entity and assign it a new name other than servant_grunt.ent, so that the game doesn't load the other.


RE: Removing custom enemy music and sounds? - User01 - 08-06-2016

No I mean the music that plays in the background when an enemy appears. Also the sounds like Idle, notice etc., I don't know why but I can't change it in the model editor. I'm not planing to make a full conversion, nor I need to.


RE: Removing custom enemy music and sounds? - Mudbill - 08-07-2016

You should be able to change it in the model editor. Open the enemy and save it as a different file, then go to Edit > User Defined Variables to edit the soundtracks that play along with it.

You should be able to download such an entity somewhere if you're unable to make it.