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FPSC Classic Scripts / FPI File sounds

Author
Message
SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 16th Mar 2006 14:02
I need a little help on how to give sounds to each of the animation frames, such as the move, put away, and fire. All I can see is a list of sounds, then a list of sound frames. I dont know how to use these right. It wasnt in the manual under weapon making.

Can any one help?
Joh
19
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 17th Mar 2006 19:20 Edited at: 17th Mar 2006 19:27
Not 100% sure.

eg.

;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav

;HUD sound frames list
soundframes = 2 (Number of soundframes in the list)
sframe0 = 30,1 (Frame,Sound Number)
sframe1 = 67,2 (Frame,Sound Number)

err... oops you were asking fpi not gunspec. Do you mean something like this?
animate=31,sound=audiobank\guns\reload.wav

SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 17th Mar 2006 19:34
I did mean gunspec, did I say fpi? I ment fpe, the gunspec file.

I just dont understand how the frames work with the .wav's

I have my pick axe working, although its backwards. But it plays sounds when I stand still, move, and so on. Its weird.
Joh
19
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 17th Mar 2006 19:51
Ah so. As what I posted above. That needs to be in the gunspec.txt

- First define your sounds. Need to be in same folder.
;GUN Sounds
sound1 = clunk.wav

- Define the weapons animations
;HUD animation frames list
keyframe ratio = 1
select = 0,9
Idle = 10,15
Move = 16,20
fire = 21,30

- Then tell it which frame to start playing which sound
;HUD sound frames list
soundframes = 1
sframe0 = 21,1

Yep should be something like that.

SpyDaniel
18
Years of Service
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 17th Mar 2006 21:19
sound1 is sframe0?
Joh
19
Years of Service
User Offline
Joined: 5th Jul 2004
Location: Malaysia
Posted: 18th Mar 2006 03:08
sframe = "framenumber","soundnumber"

Thats what I think it is.

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