aliens

Author Topic: [Solved] Different firing sounds for different firing modes  (Read 1798 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
[Solved] Different firing sounds for different firing modes
« on: September 14, 2021, 12:28:30 am »
I would like to request an option to set different fireSound for Aimed, Snap and Auto actions.
It was first proposed by Ksenni, who is making an XCF sound mod and wants a special burst fire sound for some weapon. But I think it would be a nice feature also for weapons using multiple clips, especially with underbarrel grenades.
« Last Edit: February 12, 2023, 11:51:10 am by Meridian »

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: [Request] Different firing sounds for different firing modes
« Reply #1 on: September 15, 2021, 10:57:02 am »
I agree that it does feel a bit weird when you have an underbarrel grenade launcher make the normal rifle sound.

Being able to control each firing mode's sound individually would help maintain immersion.

Perhaps the new variable could be attached to the items: confAimed:, confSnap:, confAuto: & confMelee: section?

Code: [Select]
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
   confAimed:
     sound: 2
     shots: 1
     arcing: false
     ammoSlot: 0
   confSnap:
     sound: 2
     shots: 1
     arcing: false
     ammoSlot: 0
   confAuto:
     sound: 3
     shots: 1
     arcing: true
     name: STR_LAUNCH_GRENADE
     ammoSlot: 3
   confMelee:
     sound: 4

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: [Request] Different firing sounds for different firing modes
« Reply #2 on: September 15, 2021, 11:01:31 am »
so if you have a sound on the gun, on the ammo and on the action... which one of the three takes priority?

as for your grenade launcher example, why not just use ammo fire sound?
« Last Edit: September 15, 2021, 11:05:49 am by Meridian »

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: [Request] Different firing sounds for different firing modes
« Reply #3 on: September 15, 2021, 11:37:49 am »
as for your grenade launcher example, why not just use ammo fire sound?

I was not aware that you could already override a weapon's firing sound by using fireSound: on the weapon's ammo instead of on the weapon itself.  :-[

so if you have a sound on the gun, on the ammo and on the action... which one of the three takes priority?

How does this sound?

. Action [Overrides: Ammo & Gun]
. Ammo [Overrides: Gun]
. Gun [Is used if neither Ammo or Action have overrided it]

The ability to have actions that share the same ammo item use different sounds would not only allow auto-shots to have their own burst fire sound but could also be used to differentiate an action on an item that triggers a script's effect

For example the "Battery-powered weapons" script that causes aimed shots to deal more damage but use up more ammo.
« Last Edit: September 15, 2021, 12:10:46 pm by The Martian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: [Request] Different firing sounds for different firing modes
« Reply #4 on: September 15, 2021, 12:39:12 pm »
. Action [Overrides: Ammo & Gun]

So a burstfire of HC AP would sound the same as burstfire of HC HE or HC IN?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [Request] Different firing sounds for different firing modes
« Reply #5 on: September 15, 2021, 07:57:31 pm »
Frankly I didn't know of the ammo override either.

But I guess ammo setting should override weapon setting.