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  #1  
Old April 20th, 2011, 11:41 AM
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Default 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.
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  #2  
Old April 20th, 2011, 04:55 PM
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Default Re: Sound file question

Thanks!
I'll try that!
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Old April 20th, 2011, 06:55 PM
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Default 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.
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Last edited by A_Rude_Gesture; April 20th, 2011 at 06:57 PM.. Reason: Because I'm to stupid to use the preview
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Old April 21st, 2011, 02:59 AM
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Default Re: Sound file question

Make sure you back them up before doing it
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Old April 25th, 2011, 01:36 PM
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Default Re: Sound file question

Quote:
Originally Posted by A_Rude_Gesture View Post
When you say create the scenario in it's own folder, I presume you mean in it's own folder in windows, yeah?
Yes

Quote:
Originally Posted by A_Rude_Gesture View Post
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?
I would have thought you could alter the path in an .ini file as well. But on closer inspection this doesn't appear there is an .ini telling WinSPMBT where to look for it files...so not gonna work.

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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