ObsidianLegion
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Converting to .snt
I've added some files into my custom and I want to use them.
I want them as my backing/ambience. I already have it as an .ogg if that helps. Are there any converters?
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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08-15-2011, 03:03 PM |
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Your Computer
SCAN ME!
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RE: Converting to .snt
.snt is just a text file. Open it up and see their format.
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08-15-2011, 03:06 PM |
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Tanshaydar
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RE: Converting to .snt
There is no conversion progress. SNT is a text file with information. Open an existing snt file and just make necessary changes then save it as you need.
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08-15-2011, 03:07 PM |
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ObsidianLegion
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RE: Converting to .snt
(08-15-2011, 03:06 PM)Your Computer Wrote: .snt is just a text file. Open it up and see their format.
Thanks but I don't get it :/
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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08-15-2011, 03:07 PM |
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Tanshaydar
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RE: Converting to .snt
Open it with a text editor.
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08-15-2011, 03:10 PM |
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ObsidianLegion
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RE: Converting to .snt
(08-15-2011, 03:10 PM)Tanshaydar Wrote: Open it with a text editor.
Okay. Cheers.
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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08-15-2011, 03:18 PM |
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Kyle
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RE: Converting to .snt
(08-15-2011, 03:07 PM)Lolnesia09 Wrote: (08-15-2011, 03:06 PM)Your Computer Wrote: .snt is just a text file. Open it up and see their format.
Thanks but I don't get it :/
Ha, I looked at this thread easily and found out how to use ".snt" extension files and made my own custom sounds that can be used by the PlaySoundAtEntity command function.
So I'll make an example on how to make a ".snt" file. In this example, I'll call the sound "Example.ogg". A sound that has a ".snt" file can be used to edit the original sound, and set up certain properties to it, like a fade in and fade out and looping it for example. Where you would have this "Example.ogg" file, create a text document of some sort that can be opened with something like Notepad++. Name it "Example.snt", and also make sure that extensions are visible or else it would be called "Example.snt.txt" and we don't want that.
Now in "Example.snt", paste this into it:
<SOUNDENTITY>
<SOUNDS>
<Main>
<Sound File="Example" />
</Main>
</SOUNDS>
<PROPERTIES Volume="1" MinDistance="1" MaxDistance="10" Random="1" Interval="0" FadeEnd="False" FadeStart="False" Stream="True" Loop="True" Use3D="True" Blockable="False" BlockVolumeMul="1" Priority="0" />
</SOUNDENTITY>
You can open any ".snt" file with a text editor and you'll see something like this. You can also have there be multiple ".ogg" files and then have the ".snt" play a random one. You can look at one that uses multiple ".ogg"s in Amnesia's "sounds" folder.
Hope this helps.
Edit: Crap, somebody always has to simplify it, making mine a waste of time.
(This post was last modified: 08-15-2011, 03:20 PM by Kyle.)
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08-15-2011, 03:19 PM |
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ObsidianLegion
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RE: Converting to .snt
(08-15-2011, 03:19 PM)Kyle Wrote: (08-15-2011, 03:07 PM)Lolnesia09 Wrote: (08-15-2011, 03:06 PM)Your Computer Wrote: .snt is just a text file. Open it up and see their format.
Thanks but I don't get it :/
Ha, I looked at this thread easily and found out how to use ".snt" extension files and made my own custom sounds that can be used by the PlaySoundAtEntity command function.
So I'll make an example on how to make a ".snt" file. In this example, I'll call the sound "Example.ogg". A sound that has a ".snt" file can be used to edit the original sound, and set up certain properties to it, like a fade in and fade out and looping it for example. Where you would have this "Example.ogg" file, create a text document of some sort that can be opened with something like Notepad++. Name it "Example.snt", and also make sure that extensions are visible or else it would be called "Example.snt.txt" and we don't want that.
Now in "Example.snt", paste this into it:
<SOUNDENTITY>
<SOUNDS>
<Main>
<Sound File="Example" />
</Main>
</SOUNDS>
<PROPERTIES Volume="1" MinDistance="1" MaxDistance="10" Random="1" Interval="0" FadeEnd="False" FadeStart="False" Stream="True" Loop="True" Use3D="True" Blockable="False" BlockVolumeMul="1" Priority="0" />
</SOUNDENTITY>
You can open any ".snt" file with a text editor and you'll see something like this. You can also have there be multiple ".ogg" files and then have the ".snt" play a random one. You can look at one that uses multiple ".ogg"s in Amnesia's "sounds" folder.
Hope this helps.
Edit: Crap, somebody always has to simplify it, making mine a waste of time.
Haha. You still helped, Kyle
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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08-15-2011, 05:14 PM |
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MrDosht
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RE: Converting to .snt
Hmm, how do you get the sound to play at the entity though? i used the PlaySoundAtEntity but it din't seem to make any noise? My end result was a level with absolutely no noise in it... Not very good for creepy atmospheres.
Do you have to write the soundfile extension, .snt, into the end of the name of file in PlaySoundAtEntity.
For example, this is my current section of sound stuff in my .hps file
void Poofer(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Hall_prisoner_1", true);
PlaySoundAtEntity("", "amb_idle01", "Hall_prisoner_1", 0, false);
}
And yes, I couldn't come up with a better function name than "poofer"...
EDIT: I found out that i was using the .ogg file by putting the number at the end! the .snt file has no numbers. DERP
"Computers follow your orders not your intentions"- Anon
(This post was last modified: 10-21-2012, 07:50 PM by MrDosht.)
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10-21-2012, 06:42 PM |
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