Might as well make a full sounds tutorial for the tut resource, alot of of people who ask me how to do sounds have trouble with sunny's, and that one doens't deal with the more advanced stuff.
*You need the xbox adpcm codec, and p0lar's dll fix!*
>>Making normal sounds<<
A) First, save your sound. The format will differ based on what the purpose of the sound will be.
-For music, background sound, or dialog, save your sound as a
Microsoft PCM, 16 bit, 44.100 KHZ, stereo (mono for dialog). In goldwave this would be Microsoft PCM 16-bit signed stereo. I think.
-For an impulse (such as a weapon firing, reloading, vehicle engine, etc); compiling an impulse sound with the above settings can cause a lot of bad things to happen ingame. The correct format for an impulse sound is
Microsoft PCM, 16 bit, 22.050 KHZ, mono.
B) Put it in a directory like data\weapons\ak101\sounds\reload_empty or whatever the sound is for
C) In the CMD promp type "tool.exe sounds weapons\ak101\sounds xbox 1" for xbox compression (use for effects\animation sounds) or "tool.exe sounds weapons\ak101\sounds ogg 1" for OGG compression (use for music, background, or dialog. You need p0lar bear's DLL fix for this.) For extremely long sounds (>30 secs), in guerilla click the "split long sounds into permutations" and run tool again.
D) Set up the sounds in guerilla. This is setting the sound type, distance ranges, and all the values below.
For music, set the sound type to "music" and min\max distance to 0. . All values below for music should follow this :
As a general rule, effects\animation sounds should have all values under "randomization" and the scales like they are below, except for "gain modifier." Gain is how loud the sound is played - for example, an explosion might have a gain of 1, and the sound of an ejection port opening might have a gain of 0.1. You can turn this up/down if it turns out to be too much in one direction.
However, gains above 1 tend to crash Sapien. Skip fraction should always be at 0, no matter if the sound is for music or effects, this says how often (out of 1, so 0.5 = 1\2) the game skips the sound. Be sure to change the
class setting to something appropriate. You can also set the random pitch bounds, but anything below 0.9 or above 1.1 in these values creates a fairly large difference in pitch, so try to keep the numbers close.
Occasionally, you will want to set the distance values in Guerilla, but the only time I've found myself doing this is for a vehicle where the engine or an animation on startup may need to be louder than normal. For example :
As far as inner/outer cone values
Read the guerilla tooltips for the settings. I don't quite know where you would want to use these, but its basically setting angles beyond which there is modified gain (volume) for the sound.
>>Making sounds with pitch ranges (I.E. the warthog's engine)<<
A) Make a base folder, like data\vehicles\m1a1\sounds\engine
B) In that folder make 4 others - "idle," "med," "high," and "superhigh." Names don't matter, but it helps to be organized.
C) In each folder, put the corresponding sound. The "idle" should have a slow, low pitched version of your sound, while "superhigh' would have the sound playing at maximum speed. Try to keep the difference between the pitches uniform, as will be explained later.
D) Run tool, compress it as xbox.
E) In guerilla, set up the tags as normal. At the part where it says "when scale is zero," and "when scale is one," set up numbers based on how your sound is designed to play. If a scale of zero (vehicle standing still) is your base sound, the pitch there would be 1 and scale of one would be something higher (whatever you made the sound in part C). Depending on how your sound is setup, a number of different systems here could work. When in doubt, look at existing tags set up in a similar way.
F) Under "pitch ranges," you'll need to do something similar. "Natural Pitch" is the fraction of the
original sound that is being played. If "idle" is your default, then its natural pitch would be 1. If "superhigh" is 1.5 times the pitch of "idle" in that case, its natural pitch would be 1.5.
F part 2) Under "bend bounds," choose numbers that represent how much you want that particular part of the sound to be "bent" towards a low or high pitch. All bend bounds should connect in order, so you get a clean transition between all sounds. Ex : Idle 1.0 to 1.1, Med 1.1 to 1.5, High 1.5 to 1.75, Superhigh 1.75 to 2.0. These numbers are just examples; use whatever the pitch difference is between your sounds when setting up the tag yourself.
I hope this is useful to everyone.
EDIT : p0lar's dll fix is here -
http://gbxforums.gearboxsoftware.com...ad.php?t=50931
The XBOX adpcm codec is here -
http://wiki.fpsgamers.se/uploads/Hal...dpcm_codec.rar
Another edit from 2008 : That link no longer works. Just pop "XBOX adpcm codec" into Google, it should turn up. Be sure to set the priority of the codec to 1, or tool will not be able to compile!