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Custom Sniper SFX does not play when firing


E3245

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I've been having problems with my SVD mod, just after the patch it got worse. Whenever I'm in-game (debug or regular), the custom sniper that I made does not play the custom SoundCue that I made. It seems to happen when framerate drops below 30, usually at the retaliation mission. People have been reporting that it does it regardless, so I'm not sure what's going on anymore.

 

I'm at my wit's end trying to solve this, but nothing works! I've tried re-encoding the wav file with 44.1 kHz and 22.5 kHz, even tried both stereo and mono, but the glitch is still there! I don't know what else to do. I've never had this happen before, so I would really appreciate this if someone figured out why this happens.

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The animation you attached the SFX to is probably too short. The sound effects can get cut off if the animation is so short that a frame rate dip can skip the sound notify. If you make the animation longer that should help.
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The animation you attached the SFX to is probably too short. The sound effects can get cut off if the animation is so short that a frame rate dip can skip the sound notify. If you make the animation longer that should help.

I've used the default beam animation for soldiers firing the SVD. I'm not really an animator, so I don't really know how I could possibly extend the length of the animation. I could put the Sound notify on the soldier instead and see what happens.

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Yep, that's an alternative too, you'll just need to sync it up to the shot. I'm not an animator either so I don't know how to do it, but I do know the default animations for sniper and cannon shots are extremely short so they frequently have this problem with custom SFX.

 

Another hint: be careful to not put the SFX cue at exactly the same time as another notify or it may not play. Stagger them all slightly so they trigger close to each other but not exactly the same time.

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Okay, after testing both suggestions, the problem still persists. I've tried moving the AnimNotify to the soldier animations, and setting the AnimNotify close to the part where the weapon fires, still does it. Not sure what else to try.

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Attach the SFX in the X2UnifiedProjectile that this weapon fires? I think the vanilla weapons do it that way.

It requires an AkEvent, which we don't have the means to do (requires WWise Authoring Tools) and the projectile archetype doesn't like SoundCues.

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It requires an AkEvent, which we don't have the means to do (requires WWise Authoring Tools) and the projectile archetype doesn't like SoundCues.

 

 

Further, the WWise toolset only allows a single project per game, adding in new WWise sounds is extra difficult. We did explore this option a bit, but the obstacles are high.

 

You are correct that the X2UnifiedProjectileArchetype isn't currently set up for SoundCues -- only akEvents allowed.

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I wonder if it is possible to override X2UnifiedProjectile and X2UnifiedProjectileElement so that I can play SoundCues as an additional option, and leave the AKEvents alone so that existing XCOM 2 weapons would still work under the new archetype if I were to override it. It's probably difficult but not impossible if I can find the right person who knows UnrealScript better than I. It would finally fix this bug once and for all.

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I tried that too, no dice unfortunately. The problem is these classes are native. Adding any new member variables to them changes the size of the objects, and leads to a size mismatch between the unreal objects and the corresponding native structure.

 

I really feel like this would require a patch from Firaxis to get it to work completely correctly. That said, the workaround of putting sound cue notifies in other animations should work. I'm not sure why you are still getting cut off SFX when using those on longer animations.

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