Modding sounds

OpenSpades is an open source alternative client for AoS Classic and beyond! Runs on Windows, Mac, and Linux. Created by yvt.
Compatible with AoS Classic.
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nootnoot8
Deuce
Posts: 5
Joined: Fri Dec 06, 2013 2:52 pm


So I would like to mod the various gun noises to be something different but I dont know how to do so. I though I did by going into resources, pak10-BaseSkin and changing the gun SMG noises fire1, fire2,fire3 and fire4 to my desired sound which I found of the internet and is someone saying *Pew* (Dont judge me :D) I then went into the game but it wasnt going Pew. :( Can someone give me a hand?
tobi9sc
Modder
Modder
Posts: 349
Joined: Sun Nov 25, 2012 12:32 am


check if it's .wav and check the name of the sound file
nootnoot8
Deuce
Posts: 5
Joined: Fri Dec 06, 2013 2:52 pm


It is .wav and i renamed it fire1 ,2, 3 ect ect....
bloodfox
Post Demon
Post Demon
Posts: 2206
Joined: Mon Oct 21, 2013 4:32 pm


The .wav files might be corrupted.
Hot Dog
Blue Master Race
Blue Master Race
Posts: 83
Joined: Sun Dec 22, 2013 2:36 am


The reason why it didn't work is pretty simple once you figure it out. All that is wrong is you put in the incorrect names for the wav files. I quick way to check what the correct name of the .wav files are, is to go to the view.as script for whatever you want to mod. In your instance you would check the one for the smg. Here's the part of the script that you need to look at:
Code: Select all
             @fireSounds[0] = dev.RegisterSound
				("Sounds/Weapons/SMG/FireLocal1.wav");
			@fireSounds[1] = dev.RegisterSound
				("Sounds/Weapons/SMG/FireLocal2.wav");
			@fireSounds[2] = dev.RegisterSound
				("Sounds/Weapons/SMG/FireLocal3.wav");
			@fireSounds[3] = dev.RegisterSound
				("Sounds/Weapons/SMG/FireLocal4.wav");
			@fireFarSound = dev.RegisterSound
				("Sounds/Weapons/SMG/FireFar.wav");
			@fireStereoSound = dev.RegisterSound
				("Sounds/Weapons/SMG/FireStereo.wav");
			@reloadSound = dev.RegisterSound
				("Sounds/Weapons/SMG/ReloadLocal.wav");
This shows you all the sounds the script uses for sounds in the first person. The wavs you made are for the third person. If you stick 'Local' in-between the Fire and the Number it makes it into the first person sounds. If you hear popping or other peculiar sounds, add FireFar and FireStereo in there.
Last edited by Hot Dog on Fri Aug 22, 2014 1:51 pm, edited 1 time in total.
nootnoot8
Deuce
Posts: 5
Joined: Fri Dec 06, 2013 2:52 pm


Thanks! :D
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