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FPSC Classic Scripts / Enemy footstep sounds

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rolfy
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Posted: 8th Feb 2007 22:10
This may not be possible,cant find anything in a search.
Can you change or remove the footstep sounds of an enemy character,leaving the player sounds intact.
If so how?
Thanks.
Pus In Boots
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Posted: 8th Feb 2007 22:13
Remove the footstep sound in their sound set

I know I keep changing my signature, so what?
Nickydude
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Posted: 8th Feb 2007 22:14 Edited at: 8th Feb 2007 22:19
At the bottom of the properties of the enemy is the option "Soundset", these are the sounds when various things happen, you'll need to make another sound set folder (perhaps "Enemy"?) in "C: Program Files\The Game Creators\FPS Creator\Files\audiobank\voices" and copy the 'Male' soundset into there apart from the footsteps and then make sure the soundset property points to your new soundset folder.

I haven't tried it and I hope you understood that! Good luck.

Edit: Spelling


Nickydude
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Posted: 8th Feb 2007 22:15
Quote: "Remove the footstep sound in their sound set"


Then ALL male characters (not the player) will lose their footsteps.


rolfy
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Posted: 8th Feb 2007 22:31
I believe the footstep sound is set in the material index of the fps,so whatever segment your using dictates the sound from both player and enemy.
There are no footstep sounds in the sound sets that I can find.
Nickydude
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Posted: 8th Feb 2007 23:21
Oops, sorry, you're right, that's just the voices of the character. I think the footsteps does depend on the segment. The sounds for these are located here: "C:\Program Files\The Game Creators\FPS Creator\Files\audiobank\materials". Now I'm not too sure if you can remove the footsteps for enemies without removing them altogether for that segment.


G4fan
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Posted: 10th Feb 2007 17:09
How do you dictate which segment makes which sound?

My first game: "Wars of Crime"-35% completed
Butter fingers
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Location: Mecca
Posted: 10th Feb 2007 17:15
ok, there is no way to get rid of the sound. But since the spider isn't holding a weapon, does it even need to be a character? Can it not just be a dynamic, animated entity? That way, it wouldn't play a footstep sound unless you specified (a more scuttly) one in the script.

rolfy
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Posted: 10th Feb 2007 19:29 Edited at: 10th Feb 2007 19:44
Actually didn't think ot that butters,I thought it had to be character entity.I'll try it.
edit,tried it out butters set the ischaracter in fpe to 0 also tried 2 for object,it runs an animation but just sits there,any ideas?
smith
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Posted: 11th Feb 2007 23:21
There is a way to get rid of sounds, but you need to backup the sounds you are removing. Copy and paste all the sounds that are relivent to the situation, (of course from the program files to your desktop or something) open them using Audacity or something similiar, then turn the decibels right down (maybe -30) save them, and make sure they are the same name as they were in the soundbank or watever folder. Remove the original sounds (if you haven't allready) and place the new sounds in. It works...I tried it with the footstep sounds for metal. They annoy the crap out of me.

http://audacity.sourceforge.net/download/windows
Theres the link to Audacity. There are other programes out there, but i find Audacity easier to use.



When they no longer provide a means of entry, then we try harder, until then, you continue to spark anarchy, my fellow anarchists.- CEO, AN.
rolfy
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Posted: 12th Feb 2007 00:40
Thanks smith,but I wanted something I could include in the spider pack,wouldn't want to overwrite peoples default stuff,this would change both player and enemy footstep sounds.
As far as sound editors go I use Wavelab
smith
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Posted: 12th Feb 2007 04:49
Ok. Wavelab? im gonna check it out

When they no longer provide a means of entry, then we try harder, until then, you continue to spark anarchy, my fellow anarchists.- CEO, AN.

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