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Offline warecus

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adding sounds
« on: September 19, 2008, 01:37:16 AM »
okay my char has no sound whatsoever now how do I add sounds to the char I have sounds and I have wav I can add the sound ff but I don't know how to assign it to anything

pleas help



Offline Fallen_Angel

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Re: adding sounds
« Reply #1 on: September 19, 2008, 01:30:54 PM »
in each statedef you will need to add a code named playsound.....check the kfm for more info


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Offline Alexziq

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Re: adding sounds
« Reply #2 on: September 19, 2008, 03:05:51 PM »
Yes for each move you need to add a line of code like so

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3


or

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,3

The value = the sound you want to use. If you use the second version you can designate what frame in the animation triggers the sound with the animelem #

Offline warecus

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Re: adding sounds
« Reply #3 on: September 19, 2008, 07:55:43 PM »
where do you find the state defs and how will i know if its for punch kick, fall, etc...

Offline El Chupacabras

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Re: adding sounds
« Reply #4 on: September 20, 2008, 12:01:36 AM »
If your char has punches and kicks, that means you coded those already, therefore you should know where the statedefs are and which are the kicks, punches, etc..

Offline Alexziq

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Re: adding sounds
« Reply #5 on: September 20, 2008, 08:56:28 AM »
where do you find the state defs and how will i know if its for punch kick, fall, etc...

Its in the CNS file, under the blue script icon. Hopefully the moves are labeled but if not then you need to find the animation that does your move and then control F and search for the animation number in the cns

Offline warecus

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Re: adding sounds
« Reply #6 on: September 20, 2008, 11:42:46 AM »
thank you so much

Offline warecus

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Re: adding sounds
« Reply #7 on: September 20, 2008, 11:52:15 AM »
what does s7, 3 mean in value how do you name the sounds because i put 200, 1 in value and i don't hear any sound

Offline Alexziq

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Re: adding sounds
« Reply #8 on: September 20, 2008, 01:10:57 PM »
what does s7, 3 mean in value how do you name the sounds because i put 200, 1 in value and i don't hear any sound


7 is the group number, and 3 is the sound#. Remember you need to change the state# of the sound code to be the same state number of the move.

Offline warecus

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Re: adding sounds
« Reply #9 on: September 21, 2008, 01:02:05 AM »
thanks for your help i still can't figure it out i tried everything --i'm going to let my brain rest \-/o

Offline warecus

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Re: adding sounds
« Reply #10 on: September 21, 2008, 11:53:40 PM »
1.okay alex heres the deal  i experimented by taking one of rogues sounds saving it as a wav.
2.I then open up my char and looked at a punch and found out the state def was in cns it was like 200, 1
3.I clicked on the add sounds and saw the wav file i named it woosh
4.I opened it and it says new sound has been added
5.from there it distorts the sound and shows 1/2 and 2/2, the sound comes on when i click the 2,2 and it makes the sound
6. i see at the bottom its says group and something else I names those 200, 3
7.I go the state defs add the plysound and change the state 200,1 and put the value 200,3
what am i doing wrong
please help

Offline Alexziq

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Re: adding sounds
« Reply #11 on: September 22, 2008, 12:40:12 AM »
Okay show me what your sound code looks like, it should look like this

[State 200, snd]
type = PlaySnd
trigger1 = time = 0
value = S200,3

As far as why it distorts thats a problem with the conversion of the snd. I would try and either re-convert it to wave, or delete it, and re-add the sound. you said you named it woosh, where did you name it that?

Heres what basic light punch code should look like, also you look in the code labeled hit def you will find hitsound, thats where you put the sound that plays when p2 gets hit
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                     
movetype= A                     
physics = S                   
juggle  = 1                     
;Commonly-used controllers:
velset = 0,0                   
ctrl = 0                         
anim = 200                     
poweradd = 20                   
sprpriority = 2                 

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage = 23, 0                   
animtype = Light               
guardflag = MA                 
hitflag = MAF                   
priority = 3
pausetime = 8, 8               
sparkno = 0                     
sparkxy = -10, -76             
hitsound = s5, 0                   
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 10             
ground.velocity = -4             
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -1.4,-3         
air.hittime = 12               

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

« Last Edit: September 22, 2008, 01:13:44 AM by ALEXZIQ »

Offline warecus

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Re: adding sounds
« Reply #12 on: September 22, 2008, 01:42:20 AM »
okay so it's suppose to look like this



[State 200, snd]
type = PlaySnd
trigger1 = time = 0
value = S200,3

or like this

[State 200,1]
type =PlaySnd
trigger1 = time = 0
value = S200,3


where do you put it exactly?

right below the state [ 200,1] or any where

Offline Alexziq

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Re: adding sounds
« Reply #13 on: September 22, 2008, 08:56:29 AM »
Make sure there isnt another state named [State 200, 1] thats why I recommend making it [state 200, snd]

It shouldnt matter where you put it as long as its below the [statedef] Look at the basic code I posted in my last post to see how they put it.

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