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[0.9.15] Sound mods: SoundBanks Loader, Sound Mapper and Muted Crit Sounds

sound wwise critical hit soundbank

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D2R52 #1 Posted 02 April 2016 - 12:02 AM

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0) New: Sound bank loader + sound event mapper and logger with json configuration

Attached File   mod_soundUtils_0.9.15.1.zip   3.73K

 

1) Sound bank loader

If you want to load your own soundbanks without making changes in engine.xml you can use this simple mod

Attached File  SoundLoader_res_mods.zip   2.23K

Edit configuration file res_mods\configs\D2R52\mod_SoundBankLoader.xml , for example

<preloadSoundBanks>CustomSounds1.bnk;CustomSounds2.bnk;CustomSounds3.bnk;</preloadSoundBanks>

Separate each bank with semicolon.

 

1a) Advanced Bank Loader - for modders

If you need more control which sound banks to load you can use this mod

- Load different banks on different maps

- Load banks with random selection

- If you need more features let me know

Attached File  AdvancedBankLoader.zip   2.97K

 

2) Sound event mapper

If you want to change or mute some sounds, use next mod

Attached File  SoundMapper_res_mods.zip   13.7K

Edit file res_mods\configs\D2R52\mod_SoundMapper.xml

Put name of event you want to replace as tag, and new name as value

Eg if you want to replace tank_selection to coins, put following line

<tank_selection>coins</tank_selection>

All events which I know are in bnk_events.txt file in the same directory.

If you want to mute event, use test_event as new name.

List of events in sound banks:

 

3) Enable chat commands voice

Some chat commands have own sound/voice events, but they are not enabled by default. 

Use this mod to enable them:  Attached File   ChatCommandsVoice_res_mods.zip   1.35K

After loading, commands are mapped to following events

Block Quote

 <attack>vo_chat_shotcuts_attack</attack>
<back_to_base>vo_chat_shotcuts_back_to_base</back_to_base>
<follow_me>vo_chat_shotcuts_follow_me</follow_me>
<help_me>vo_chat_shotcuts_help_me</help_me>
<attack_the_enemy>vo_chat_shotcuts_attack_the_enemy</attack_the_enemy>
<positive>vo_chat_shotcuts_positive</positive>
<negative>vo_chat_shotcuts_negative</negative>
<chat_shortcut_common_fx>minimap_attention</chat_shortcut_common_fx>

 

You need to define vo_chat_shotcuts_* sound events in your sound bank  or redefine them in sound mapper.

 

4) Mute critical hits

If you want to mute critical hit sounds, it is not possible by remapping, because crit sound is mixed with other event.

But it is possible to mute them directly in the sound bank.

You can use these sound banks

Mute both PC and NPC crits:  download sound bank 

Mute only PC crits: download sound bank


Edited by D2R52, 30 July 2016 - 03:14 PM.


leeuniverse #2 Posted 02 April 2016 - 12:24 AM

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This looks like something good..... donka  :)

D2R52 #3 Posted 28 May 2016 - 04:04 PM

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Mod is updated, and new information added. Works with 0.9.15

TacticaL_Mech_Tank #4 Posted 05 June 2016 - 08:08 AM

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when I put in the music mod, it mutes the login music and sound

not sure if they put a new event for it

 

p/s: after comparing this and the old version events, I found a new event named music_lobby, this might be the event for the intro vid music. When I extracted the ExternalMusicSources.pck, the intro music is there, too, but when I used it to create the music mod, it just didn't work.


Edited by TacticaL_Mech_Tank, 06 June 2016 - 04:53 AM.


D2R52 #5 Posted 17 June 2016 - 01:04 PM

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View PostTacticaL_Mech_Tank, on 05 June 2016 - 08:08 AM, said:

when I put in the music mod, it mutes the login music and sound

not sure if they put a new event for it

 

p/s: after comparing this and the old version events, I found a new event named music_lobby, this might be the event for the intro vid music. When I extracted the ExternalMusicSources.pck, the intro music is there, too, but when I used it to create the music mod, it just didn't work.

 

Sorry, but it seems that music_lobby was here from 0.9.14 - ExternalMusicSources.bnk    2637554855    music_lobby

Interesting events you should check:

Spoiler

 


Edited by D2R52, 17 June 2016 - 08:57 PM.


D2R52 #6 Posted 06 July 2016 - 10:28 AM

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View PostD2R52, on 02 April 2016 - 12:02 AM, said:

1a) Advanced Bank Loader - for modders

If you need more control which sound banks to load you can use this mod

- Load different banks on different maps

- Load banks with random selection

- If you need more features let me know



Angelto20 #7 Posted 30 July 2016 - 12:13 AM

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Hi!!! Good job with this MODs!!! I like it! But...

 

Can you revise and test in the new version 0.9.15.1? 

 

There is an small bug when the battle start.

 

Lot of thanks



D2R52 #8 Posted 30 July 2016 - 03:16 PM

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View PostAngelto20, on 30 July 2016 - 12:13 AM, said:

Hi!!! Good job with this MODs!!! I like it! But...

Can you revise and test in the new version 0.9.15.1? 

There is an small bug when the battle start.

 

Lot of thanks

 

Hello Angelto20

I would really appreciate if you would post which mod have bug and / or error text from python.log or some description of a bug.

 



budyx69 #9 Posted 30 July 2016 - 03:39 PM

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Hey D2R52

in the gui.bnk is a new Event: expl_ally_NPC



Angelto20 #10 Posted 31 July 2016 - 07:03 PM

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View PostD2R52, on 30 July 2016 - 02:16 PM, said:

 

Hello Angelto20

I would really appreciate if you would post which mod have bug and / or error text from python.log or some description of a bug.

 

 

Hi!

I made an audio bank with several audio files and two events.

 

 

<mod_SoundMapper>
  <gun_reloaded>Recarga</gun_reloaded>
  <sight_convergence>Dispara</sight_convergence>
</mod_SoundMapper>

 

 

 

When the battle start, the sight_convergence plays instantly and then at the time.

 

I dont know why it plays instantly... This is the bug, IMO.

 

Thanks!


Edited by Angelto20, 31 July 2016 - 07:05 PM.


Angelto20 #11 Posted 08 October 2016 - 10:10 PM

    Corporal

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Hi! Are you planning update this mod?? It doesn't work with 0.9.16.... :(

 

Lot of thanks!!!



Trooper44 #12 Posted 08 March 2017 - 09:05 AM

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View PostD2R52, on 01 April 2016 - 11:02 PM, said:

4) Mute critical hits

If you want to mute critical hit sounds, it is not possible by remapping, because crit sound is mixed with other event.

But it is possible to mute them directly in the sound bank.

You can use these sound banks

Mute both PC and NPC crits:  download sound bank 

Mute only PC crits: download sound bank

 

Hi,

 

unfortunatelly the files doesnt work correctly with the version 9.17.1. The critical ring-sounds are muted but there is also no sound for the impact of the shell itself (the explosion sound).

 

Any idea how to fix it?

 

Thanks.

 

 



IKillUToo #13 Posted 08 March 2017 - 10:26 AM

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Look no further, the best sounds are here..

 

http://forum.worldoftanks.eu/index.php?/topic/596268-09171-zorgs-modshop-gnomefathers-historical-realism-gun-sounds-mod-v-110/

 

Enjoy


 


 


Edited by IKillUToo, 08 March 2017 - 10:26 AM.


Trooper44 #14 Posted 08 March 2017 - 10:58 AM

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Zorgs Soundmod hasn`t any influence to the critical sound.

Edited by Trooper44, 08 March 2017 - 10:58 AM.






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