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So I recently got my hands on the sweet, sweet sound files from Battlefield 3 and Battlefield 4, and after messing around with them in Adobe Audition, I couldn't help but notice what an ingenious system DICE has created. It also raised the question whether or not it is possible to do this in SMOD. I know that other mods such as Nox Aeterna have done it, but not SMOD. Well, technically the source engine has a sound system with different weapon sound reflections, you can hear it out in the wide, open areas of the canal section, but it only works with the Half-Life 2 weapons.All I want to know is if it's possible to manually tag different areas of a map to play a certain weapon sound or reflection. In SMOD that is. If other mods can do it, why can't SMOD?Here is the Battlefield 3 sound system:https://www.youtube.com/watch?v=Q3462ZYJ28A&index=5&list=FLuY2sWMzWv0sZqX-6FWhe9w(My guess is they use a similar one in BF4.)Here is the one in Nox Aeterna:https://www.youtube.com/watch?v=X1XMXR5n23o
Quote from: The Carrousel on July 07, 2014, 11:20:11 AMSo I recently got my hands on the sweet, sweet sound files from Battlefield 3 and Battlefield 4, and after messing around with them in Adobe Audition, I couldn't help but notice what an ingenious system DICE has created. It also raised the question whether or not it is possible to do this in SMOD. I know that other mods such as Nox Aeterna have done it, but not SMOD. Well, technically the source engine has a sound system with different weapon sound reflections, you can hear it out in the wide, open areas of the canal section, but it only works with the Half-Life 2 weapons.All I want to know is if it's possible to manually tag different areas of a map to play a certain weapon sound or reflection. In SMOD that is. If other mods can do it, why can't SMOD?Here is the Battlefield 3 sound system:https://www.youtube.com/watch?v=Q3462ZYJ28A&index=5&list=FLuY2sWMzWv0sZqX-6FWhe9w(My guess is they use a similar one in BF4.)Here is the one in Nox Aeterna:https://www.youtube.com/watch?v=X1XMXR5n23oCannot be done in SMOD, due to the fact that code to handle the sounds is done the standard Half Life 2 way. Even though it can be done in source... The issue with SMOD is that fact the code is closed source, hence the hurdles SMOD communities have had in the past when valve had updated their code and broke compatibility with SMOD. Now, if someone is capable and willing enough, they can mod the Source SDK or modify SM-Mod (A hiatus project of mine that was going to remake SMOD from scratch, which the code is available for everyone to use as they see fit with credit) to include such audio mechanics for weapons, it'll be great.
SM-Mod (A hiatus project of mine that was going to remake SMOD from scratch)
A hiatus project...was going to...
Quote from: sirmasters on July 07, 2014, 05:12:55 PMQuote from: The Carrousel on July 07, 2014, 11:20:11 AMSo I recently got my hands on the sweet, sweet sound files from Battlefield 3 and Battlefield 4, and after messing around with them in Adobe Audition, I couldn't help but notice what an ingenious system DICE has created. It also raised the question whether or not it is possible to do this in SMOD. I know that other mods such as Nox Aeterna have done it, but not SMOD. Well, technically the source engine has a sound system with different weapon sound reflections, you can hear it out in the wide, open areas of the canal section, but it only works with the Half-Life 2 weapons.All I want to know is if it's possible to manually tag different areas of a map to play a certain weapon sound or reflection. In SMOD that is. If other mods can do it, why can't SMOD?Here is the Battlefield 3 sound system:https://www.youtube.com/watch?v=Q3462ZYJ28A&index=5&list=FLuY2sWMzWv0sZqX-6FWhe9w(My guess is they use a similar one in BF4.)Here is the one in Nox Aeterna:https://www.youtube.com/watch?v=X1XMXR5n23oCannot be done in SMOD, due to the fact that code to handle the sounds is done the standard Half Life 2 way. Even though it can be done in source... The issue with SMOD is that fact the code is closed source, hence the hurdles SMOD communities have had in the past when valve had updated their code and broke compatibility with SMOD. Now, if someone is capable and willing enough, they can mod the Source SDK or modify SM-Mod (A hiatus project of mine that was going to remake SMOD from scratch, which the code is available for everyone to use as they see fit with credit) to include such audio mechanics for weapons, it'll be great.Quote from: sirmasters on July 07, 2014, 05:12:55 PMSM-Mod (A hiatus project of mine that was going to remake SMOD from scratch)Quote from: sirmasters on July 07, 2014, 05:12:55 PMA hiatus project...was going to...nopls god no
dsp console command (what was that... saw it once... totally forgotten)