Bottletopman Posted October 23, 2018 Share Posted October 23, 2018 Trying to replace the flamer sound and have added cue points within the wav file via GoldWave to enable looping, then went into the GECK and enabled the loop and fast envelope flags, but it doesn't seem to do anything, and googling for 2 hours seems to have zero results for a tutorial on creating weapon SFX for fallout 3 or NV. The only result I could find was this link: http://www.fallout3nexus.com/articles/article.php?id=234 Which is completely broken as the Nexus ages ago revamped the site and thus a lot of very useful articles have been lost. Does anyone know any working links or how to get the link to work again (i.e. what's the new URL format for article IDs)? I know with very old links to mods that used the old URL format, one could simply copy and paste the mod ID into the new URL format and it'd redirect to the same mod, assuming the author didn't take it down. Can the same be done for old Nexus articles? All I need is a link to any tutorial on looping sounds for New Vegas because I don't know if looping no longer works, given that certain features broke (such as voice modulation) when the engine was updated from FO3 to NV. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 23, 2018 Share Posted October 23, 2018 The Nexus wiki for FO3 is here. However, it no longer uses "id=<number>" but rather an <article name>, such as "https://wiki.nexusmods.com/index.php/<article_name>". The closest match I blindly found to what you want was the article " Minigun sounds". -Dubious- Link to comment Share on other sites More sharing options...
Bottletopman Posted October 23, 2018 Author Share Posted October 23, 2018 (edited) Oh bugger, I thought that might've been the one...that still didn't work for my flamer audio - saved as a 16 bit mono wav with loop metadata in it, checked the audio record in FNVEdit had loop and envelope fast flags enabled and the gun loops in game, but it fails to play the release portion of the loop when I stop firing. In fact, it seems to just play the sound wherever it left off...seems like this is another thing that broke during the transition from FO3 to NV, unless I'm doing it wrong or something. Turns out it was the Automatic Weapons Fix causing the issue - vanilla audio works flawlessly with the exception of rapid tapping of the trigger resulting in the classic silent shooting bug, so it seems like there's no real way to have the best of both worlds. Edited October 23, 2018 by Bottletopman Link to comment Share on other sites More sharing options...
RoyBatterian Posted October 23, 2018 Share Posted October 23, 2018 Use Wavosaur to set the loop points, nothing else works in my experience. Also make sure the sample positions are correct in the sound form, GECK only sets them when making a new sound. Link to comment Share on other sites More sharing options...
Bottletopman Posted October 24, 2018 Author Share Posted October 24, 2018 (edited) Yeah I did end up using Wavosaur replacing the vanilla sound record for the flamer but the only problem with that is you get that classic silent shooting bug if you repeatedly tap the trigger, and while that Auto Weapons Fix does solve the issue, it does it in a way that traditional looping sounds no longer work with it, in fact I'm pretty sure the Auto Weapons Fix, aside from some NVSE scripting, also simply extends the audio files to a length that is sufficient enough to not go silent on high capacity weapons like the gatling laser, barring the use of the godmode command. Due to the way AWF works, envelope fast sounds don't work as intended anymore, I haven't tried out envelope slow sounds but what I do know is that mai saxy halo 3 flamethrower sounds don't work as I wanted them to with the mod ;-; As far as I'm aware, the game refuses to play another looping sound from a weapon until the first instance has finished playing and I'm not sure if the JIP plugin can pull off some fancy space magic to stop that from happening. That extender has done some stuff that I thought previously impossible but I'm not knowledgeable enough about what really goes on behind the scenes in gamebryo to be sure whether or not JIP can do an engine level fix for this. I think I'll post a query in its comment section though to see if it can be done or not. Edited October 24, 2018 by Bottletopman Link to comment Share on other sites More sharing options...
Mktavish Posted October 25, 2018 Share Posted October 25, 2018 As far as I'm aware, the game refuses to play another looping sound from a weapon until the first instance has finished playing So you are wanting an overlap ? In which case if it must be two different sound files.I think you are going to have to script a playsound , and needle it to get it to fire at the right time. I thought there was a check for key/control release , but can't find it.Maybe "IsKeyPressed 256 == 0" After setting a variable for "IsKeyPressed 256 == 1" IDK just a thought ??? Link to comment Share on other sites More sharing options...
Bottletopman Posted October 25, 2018 Author Share Posted October 25, 2018 I guess I am looking for an overlap, but not in the sense that it'd require multiple sound files - just wanted to make it like any other game from 10 years ago where repeatedly shooting an automatic gun doesn't make it go silent because the engine is waiting for the first instance to finish playing. Thought NVSE had a way to force a sound to play when an event occurs - in this case, shooting - then if a shot occurs again while a looped sound is playing the release portion or whatever, stop playback of that sound and force it to replay from the beginning again...like pretty much any other game does. Maybe JIP can do that, I've already commented on that thread so will have to see if it's possible to do as an engine level tweak instead of using a complex script as is the case with AWF. Link to comment Share on other sites More sharing options...
Mktavish Posted October 25, 2018 Share Posted October 25, 2018 Well does this game already have this concept of 2 different sound files linking up properly ? Like the gatling gun , which actually has a start up sound file , then a discharge bullets down range file , then a stop the gun motion file.And basically the down range file has to be dynamic for when the control is unpressed , to stop and play the stopgun file. And without looking , these sound cue's are all taken care of on the weap object window ... so no external script needed I think ?And I'm guessing the flamer has them too , but different. So it would seem this game has the capability you are saying older games have. Did you miss the fine point of what Roy said with this ... ? "GECK only sets them when making a new sound." Link to comment Share on other sites More sharing options...
Bottletopman Posted October 26, 2018 Author Share Posted October 26, 2018 Sounds like the minigun are only one file - they have loop metadata within them which the game uses to determine which section of the file to play depending on whether it's set to envelope fast or slow. Did you actually read my reply after Roy's though? Vanilla looping sounds work perfectly until you start repeatedly tapping the trigger - then you get this issue. The author of AWF has moved on to Skyrim modding now so maybe JIP can perform some black magic but who knows. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 26, 2018 Share Posted October 26, 2018 Seems what you need to resolve the "silent firing" bug is the JIP "StopSound" function to be triggered when ammo is exhausted. Wouldn't an Eventhandler initiated to monitor ammo when the fire button is depressed that issues a "stopsound" when the inventory reaches zero or the fire button is released do the job? -Dubious- Link to comment Share on other sites More sharing options...
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