Silent func_regenerate

Discussion in 'Mapping Questions & Discussion' started by Snowshoe, May 22, 2014.

  1. Snowshoe

    Snowshoe L2: Junior Member

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    I know tr_walkway does this. How is it accomplished? I already have the entities set up, but it still plays the sound.
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    To do this (it works for any sound in the game) you make a cp_yourmap_a1_level_sounds.txt and place it in the same directory as your map. The name before _level_sounds.txt must match your map filename. You can pack this file when you're done.


    In the level_sounds.txt file, this is all you need:

    Code:
    "Regenerate.Touch"
    {
    "channel""CHAN_ITEM"
    "volume""VOL_NORM"
    "soundlevel""SNDLVL_NONE"
    "pitch""PITCH_NORM"
    "wave""vo/null.wav"
    }
    
    It changes the Regenerate.Touch sound into a null.wav (quiet soundfile).

    If you set it up correctly this will stop the regenerate sound (it stops ALL regenerate sound though, you can't differentiate).
     
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  3. Pocket

    aa Pocket func_croc

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    wait hang on can you also use this to change sounds

    because if so then this. changes. EVERYTHING
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Yes you can change everything, from the lines classes say including their grunts of pain (useful for jump maps to shut the soldier up), to the announcer herself (for "pre-baked lines").

    Just find the entry in the sounds_manifest file that's in the gcf to override on your map.
     
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  5. Lampenpam

    aa Lampenpam

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    OMFG, I needed to know that earlier O_O
    I was overwriting the soundfiles all the time by packing them in the map, at the cost that the overwritten sound files still apply for players on the next map.
    But this is waaay better! :D
     
  6. Pocket

    aa Pocket func_croc

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    I'm guessing this is what people have been using to override the game-end fanfares and such?

    Hmm, OK, the files in question are actually called game_sounds_*.txt and are divided up by type. Easy enough to fiddle with. Looks like I might be able to mess with impact sounds as well, good to know... I also happened across a file called surfaceproperties_manifest, and it got me to wondering whether it would be possible to override the default surface impact decals as well somehow.
     
  7. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    koth_megaman makes liberal use of this technique
     
  8. Namieo

    Namieo L1: Registered

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    So wait, could you use this to change the sounds played when players walk on surfaces? Being able to silence the sound walking on water makes would be incredibly useful for me.
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Yes you certainly can. The best part is it applies only for your map.
     
  10. Snowshoe

    Snowshoe L2: Junior Member

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    Ah, that's how I think Egan was able to do that April Fools map where everything was NOPE

    Not very known/Not very used feature.