arkentera666 Posted January 14, 2010 Share Posted January 14, 2010 How do you add custom sound to weapons, For instance I got the GOW lancer firing/equiping/reloading sounds I also have the Lancer in the Geck how do I put the sound bites into the G.E.C.K? Link to comment Share on other sites More sharing options...
Ranokoa Posted January 14, 2010 Share Posted January 14, 2010 You can add a spell enchantment, and or script directly to the sword, that when it hits is plays the sound. And or, in NifSkope you customly add sounds for it's particular usage. I wouldn't know how to do that one, but I can help you with the on hit if thats what you want. Link to comment Share on other sites More sharing options...
pkleiss Posted January 15, 2010 Share Posted January 15, 2010 There are two main steps basically.1) Add a new sound object to the GECK2) Add the sound object to your weapon. Your sound should be in .wav format with a frequency of 22050Hz and mono (single chanel) format. You can use a program like Audacity to convert your sound to this format if it isn't already. Then you need to palce your sound file into a folder under:\Fallout3\Data\Sound\fx for the game to be able to see it. Usually people create their own folder names based on their mod names or avatar name or both. But you can place it directly into the "fx" folder if you want. Now you need to go into the GECK and go to the object window under Miscellaneous --> Sound and then right click in the list of sounds and select "new". Enter a unique ID and click the "Add Sound File" button, then navigate to your sound file and select it. The three sliders determine where your sound will be heard if it was placed in a cell as a generic sound. For a weapon sound, this isn't important. See this page for a description of what all the sliders do. Save your new sound. Now you want to add it to your weapon. So edit the weapon your want to add your sound to. On the "Art and Sound" tab, there are many options to add sounds to your weapon for various activities. You can either select one of these or follow what ranokoa said by scripting the sounds or editing NIF files - which I won't go into here. Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 yeah should be 22kHz, doesn't mean it has to be, most player made sounds are in 44kHz They're not all mono either, there's plenty of stereo, but you can use all mono an have geck 360 it like the minigun, that's mono, but GECK 360's it, then the 10mmpistol has both, the 2D is stereo so that when the player shoots it the sound is loud an all around you, then the 3D sound is mono, so that it can be played from one channel giving direction, left rear, side, all that. It's also a little more easy if you just open up a existing sound which is sort of like the weapon you have, I just did a desert eagle, so I opened the .44 mag pistol sounds, then changed the name so it would create a new form ID rather than replace the .44 one, Then didn't touch the sliders, didn't have to, or even know what they do. Just like we duplicate cells. Then yah, don't just drop your sound into data/sounds/fx/wpns make a folder, put all your sounds in the same one, you might build up 39 of them an don't want to go searching. Then a little diddy about the names in the GECK you create, if you start the form ID name with ZZZ or AAA then anytime you want to find any of your content it's at the top or bottom of the list, or just type AAA or ZZZ in the filter. Quality control, open your in game settings an make sure your sound effects are turned all the way up for your in game tests (for the sake of people that might use your mod) Then open the sound in a wave editor, play it on repeat, then open some other program which has a built in ARVL (auto record volume limiter) which will turn the volume slider down automaticly if your sound is too loud, but just to set it at the 100% mark, so that some dufus like me doesn't download your mod an have a 450% volume sound playing in their game world. Creative MediaSource 5 player has a ARVL, plus it's free, you get it from creative, like soundblaster creative, then you know it also will record what you hear. Any wav you get, you can always right click an select properties, then move to the summary tab, which all the format information is there. I've never had to script a sound, nor encode it inside a nif, I've never heard of it, I probably never would either. Link to comment Share on other sites More sharing options...
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