Author Topic: Which sound file does each weapon use? - and other weapons musings  (Read 1926 times)

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Offline BFG

I noticed today that my Missile Batteries don't seem to make any noise when I fire them.  That makes me wonder if I have some problems with the sound files.

Does anyone have a list of which weapons use which sound files?  From what I can tell, it's

-1 Psi - psi attack.wav
01 Gun - energy1.wav ??
02 Laser - wpn laser2.wav
04 Particle Cannon - wpn particle.wav
05 Gatling Laser - wpn gatlin laser.wav
06 Missile Launcher - wpn missile launcher.wav
06r Resonance Laser - wpn resonance laser.wav
08 Chaos Gun - wpn chaos gun.wav
10 Fusion Laser - wpn fusion laser.wav
12 Tachyon Bolt - wpn tachyon bolt.wav
12r Resonance Bolt - wpn res bolt.wav
13 Plasma Shard - wpn plasma shard.wav
16 Quantum Laser - wpn quantum laser.wav
20 Graviton Gun - wpn graviton gun.wav
24 Singularity Laser - wpn singularity laser.wav
30 String Disruptor - wpn string disruptor.wav

12 Conventional Missile - wpn conventional payload.wav
00 Tectonic Missile - wpn tetonic payload.wav
00 Fungal Missile - wpn fungal payload.wav
99 Planet Buster - planet buster.wav

Is this right?  If so, what are the versions without a "wpn" prefix for?
And while we're on the topic of weapons, shouldn't a Resonance Laser be 5r instead of 6r?
And why is Plasma Shard 13, not 14?

Offline gwillybj

Re: Which sound file does each weapon use? - and other weapons musings
« Reply #1 on: February 15, 2013, 02:14:15 AM »
The "CPU ... wav" are easily determined from their names.

I'm fairly sure the "... amb" are algorithms that determine how the background music (ambience) is put together for the SMAC faction that shares the first letter of the filename, and the various musical sounds are used by "... amb".

I remember the question about silent Missile Launchers from a few years ago, but I don't remember the answer completely. I think it's in the code and references a nonexistent wav.

The Res Laser 6r and Plasma Shard 13 are what they are - you'd have to ask Sid or Brian why.
Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke
I am on a mission to see how much coffee it takes to actually achieve time travel. :wave:

Offline BFG

Re: Which sound file does each weapon use? - and other weapons musings
« Reply #2 on: February 15, 2013, 02:44:41 AM »
I remember the question about silent Missile Launchers from a few years ago, but I don't remember the answer completely. I think it's in the code and references a nonexistent wav.
Any idea what WAV file it's trying to reference?  One could simply rename the file it's supposed to be using, to whatever it's trying to reference.



EDIT: OK, from what I've read in another thread it's a bug in the v2.0 soundx.dll file.  It seems to affect the five sounds that were encoded at 44kHz instead of 22kHz: alien non military, strine c4, wpn missile launcher, wpn singularity laser, and wpn spore launcher.  I'll try converting them and see what happens.

EDIT 2: Well, the program I was planning to use to reconvert (to 16 bit, 22.05kHz, the standard format for SMAX) doesn't allow conversions that low.  Does anyone else have a program that will do it?
« Last Edit: February 15, 2013, 03:20:26 AM by BFG »

Offline BFG

Re: Which sound file does each weapon use? - and other weapons musings
« Reply #3 on: February 15, 2013, 03:54:15 AM »
Well, I was able to determine the problem.  Those five sounds were in the wrong format.  They need to be 22khz, 16bit mono, and they were stereo instead.

SMAX players should put these sounds in their FX folders to fix the problem.


EDIT: Removed attachment.  Please download from the Patches section of this forum instead.
« Last Edit: February 18, 2013, 06:51:59 PM by BFG »

 

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