Iaman Posted November 13, 2015 Share Posted November 13, 2015 Had to pull automatic weapon audio out of my PEWPEWPEW mod because firing one just triggered an infinite loop of the sound files. I'll keep messing around with stuff to try and figure out how to make it work, but if anybody else has figured out how to do it without causing infinite soundloops I figured it would be a good idea to have a topic in here about how to do so. Link to comment Share on other sites More sharing options...
Nubblecakes Posted November 15, 2015 Share Posted November 15, 2015 (edited) I'm running in to the same issue. I spent a good hour making my very own custom automatic combat rifle fire sounds since the vanilla sounds are like a wimpy firecracker, but when I went and tested it in-game, it went completely bonkers. I'm assuming there's either a way that Bethesda put flags within the .wav file itself so the engine knows how to loop it properly, or there's a script file somewhere that determines it. I don't see a script file being the reason because I matched my custom loop perfectly with the original. The echo tail at the end is only a little bit longer. I might go and shorten it to the exact length of the original and see how that works out. Perhaps the sound file not being the exact length as the original causes the game to brain fart and make it loop incorrectly. I'll post here again with the results. I remember trying to make looping ambient samples for Half-Life 2. I made the start and beginning fit together seamlessly so you only had to loop the entire sample end to end. However, the Source Engine didn't know how to just loop the entire sample by default, so you were required to open the sample up in something like GoldWave and put in custom loop flags so the engine knew where the loop start and end positions were. It's possible that the Creation Engine needs something similar. Edited November 15, 2015 by Nubblecakes Link to comment Share on other sites More sharing options...
Recommended Posts