Sound/Model Relationship

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This idea just came to me, but I don't know if I can express it accurately enough. In other words, I hope what I'm saying makes sense.

Looking at models/player/goku (The Goku model), the sounds the Goku model uses is located in sound/goku. Similairly, the models/players/ssjgoku (Super Saiyan Goku) uses the same sounds as "normal" Goku does. In other words, they share the same sounds.

Now, looking at Buu, he's a specal exception.
models/player/fatbuu (Good Buu), the sounds this model uses is located in sound/fatbuu
However,
models/player/evilbuu (Evil Buu), the sounds Evil Buu uses is located in
sound/buu

The ending question on my mind is: What determines the sound Evil Buu uses? What makes it so Evil Buu (A transformed state, mind you) can have its own sounds? (This case applies to Cell as well). Is it a file which can be found by decompiling a model? Or is it a special file deep within Earth's Special Forces coding? Engines such as the Quake 3 engine have the sounds the model "reads" in a sounds.cfg file - is something like that true for Half Life's engine? Or is the factor which makes the models have individual sounds in the ESF coding?

I hope I made sense.
 
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Sounds are referenced and called in the source code, and the same goes for models. There doesn't have to be any kind of special relationship between the directories of the files, they're just given the same names to form a logical link between the model of the player's class and the sounds that player could make when they're that class. The sounds are played just the same, so long as they actually reside at the location referenced in the source code.
 
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So there's no type of "sounds" file that's compiled with a model?
 
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Well, you can compile models with sounds, but you have to specify the directory, I think the default folder for that is "sound". Though major sounds are 99.9% of the time called from the source code. You can call sounds via the QC file using the even command after a specific sequence, like so:

{ event 5004 1 "weapons\shoot.wav" }

You can also use events for calling sprites (I was having some fun calling huge ass muzzle flashes with that :D). You can do this using the 5001\5011\5021 even commands. You can also call sequences with a QC file, but that sorta get's offtopic ;).
 
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So, technically speaking, I can revamp an entire model's sounds and have it read a different folder?
For example, Goku and SSJ Goku can have two seperate Kamehameha sounds using your method?
 
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I haven't tried a sound event (only read about it), but I believe it would work.
 

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