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Sound file question
Hi!
First off, I've tried searching for all the possible keywords relating to this subject that I could think of, still I might have missed something and if I have, I'm sorry. Onto my question. I was just wondering if it would be at all possible to link a sound file to starting a certain scenario? I'll elaborate. Say I make a scenario depicting the Falklands/Malvinas war and I want a short mp3 clip of Thatcher commenting on the occupation to play when you start the scenario, maybe linked to the Choose Side screen (perhaps even, if possible, linked to a person choosing to play the British side) and if they win the scenario and the "Outcome Screen" pops up I want another speech by Thatcher or perhaps a snippet of music, would this be at all possible? Ideally I would of course like to have different mp3-clips for each outcome ranging from massive defeat to total victory. I know it was possible to link sound to the briefing screen in another Steel Panthers game not being made by the good folks at Shrapnel Games (I won't mention the name of that particular game as I'm amongst civilized people here on the forums and there is no need for profanity:D, sufficing to say I removed it from my hard drive the moment I discovered WinSPMBT...which was many years ago). |
Re: Sound file question
Currently, no. In all the years we've been doing this ( this is the thirteenth year ) you are the only person I am aware of who has asked us about that. We started winSPMBT off with MP3's and most people had no problem but there were enough that did that we switched to WAV
Don |
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Re: Sound file question
There is no difference in game terms between WAV and MP3 - it is just that some folk's machines did not play the MP3 format properly, due to differences in installed codecs. That is why we went for the WAV format as the default in the sounds eventually - the Microsoft DirectPlay suite the sound engine uses seems to be very sensitive to the installation of non-standard codecs.
MP3 files are usually smaller than WAV, that is their main benefit. Cheers Andy |
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Well, if I'm the only one requesting this feature I understand why you won't bother with trying to implement it. Anyway, thanks a bunch for the reply!:up: |
Re: Sound file question
There is a work around that may work IF you want to be creative.
Create your scenario in it's own private folder. Put your replacement sound file(s), named the exact same as the default sound/music file in that same folder. When your scenario is run the game may run your version of the sound file rather then the default. I have not tested this, but depending on exactly how the WinSPMBT .exe code is written, it may work. |
Re: Sound file question
Thanks!
I'll try that! |
Re: Sound file question
Suhiir, I need a little clarification.
When you say create the scenario in it's own folder, I presume you mean in it's own folder in windows, yeah? Problem is that the game won't find the scenario if it's in another folder. Is there perhaps some ini-file or something where I can point it to scan another folder as well as the original? When it comes to the replacement soundfile, my main problem is that I'm not sure which soundfile to change. I'm trying to get it to play when they start the scenario, so I'm guessing it's the click sound, but I don't want the soundfile to kick off everytime a person clicks on something whilst playing the scenario. Let me elaborate. As you may or may not know I'm currently creating a series of fictitious scenarios depicting the Provisional IRA during the 70's and what I would like is to, say, have James Connolly's famous last statement read as the person playing the scenario hits the "Start"-button and then never be heard again. I'm guessing that will be very hard since it appears there is only one "Click"-sound. Again, if I could point the irl action of a person clicking the "start"-button to associate that with a certain soundfile, we'll be laughing, but then I suppose I wouldn't need to put the scenario in it's own folder, nor rename the soundfile. Checking the sound ini files there are a lot of sound slots not being used, but how to change the association of a soundslot to go with a certain action in game is, I suspect, beyond my capabilities. There is however a peculiar part in the CamoGame.ini which reads: ;interface click 0=off, 1=on when sound preference is on SPCInterfaceClick=1 ;interface click 0=off, 1=on when sound preference is on SPCInterfaceClick=0 Not sure what exactly this is pointing to. Well, 1 am here in Sweden, so I'll call it a night, but I'll play around with the inis tomorrow. |
Re: Sound file question
Make sure you back them up before doing it :D
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Again I want to stress this whole idea was a work around to attempt to do something WinSPMBT was never intended to be able to do. |
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