Sync sound with new animations


BERSERK3R
04-26-2007, 02:59 PM
I was wondering if you do make another firstperson v_model animation, what about the sounds that are used for the default animations?

How does it actually work.
Can I manually edit a file at which frame a sound is played (clipin, fire, etc.)

Trp. Jed
04-26-2007, 03:16 PM
http://developer.valvesoftware.com/wiki/Animation_Events

That should get you started. Basically you specifiy an event type and what frame + any parameters it needs (varies with each event type).

BERSERK3R
04-26-2007, 03:35 PM
So this would mean in this example, that "Weapon_357.OpenLoader" refers to the sound file?
So the name then would be Weapon_357.. and "openloader" what's that?

From my quick look (sorry I am so very lazy) at it, I don't really get it..yet.


$sequence reload "Reload" fps 30 activity ACT_VM_RELOAD 1 node Ready {
{ event AE_CL_PLAYSOUND 28 "Weapon_357.OpenLoader" }
{ event AE_CL_PLAYSOUND 39 "Weapon_357.RemoveLoader" }
{ event 3015 55 }
{ event AE_CL_PLAYSOUND 67 "Weapon_357.ReplaceLoader" }
{ event AE_CL_PLAYSOUND 92 "Weapon_357.Spin" }
}

Trp. Jed
04-26-2007, 03:55 PM
They're the name of sounds in the game_weapons.txt file in the \scripts folder. It defines all the sounds.

BERSERK3R
04-26-2007, 04:02 PM
They're the name of sounds in the game_weapons.txt file in the \scripts folder. It defines all the sounds.
Ofcourse, I'll try it asap.
Thanks!

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