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Found 5 results

  1. Almost every combat mission I fight, I will encounter this bug. During the alien movement phase the foot step audio for an alien will start looping, and continue looping until that specific alien is killed or the mission ends. It is not limited to a specific alien type, and could be the sound of walking or running (if there's a difference) I cannot reliably reproduce this, or predict it. And there is nothing specific I've noticed that might be a cause or co-symptom. System: Win 7, SSD, running in Steam. Intel Xeon E3 cpu, Intel DZ77RE-75K mobo, 8GB DDR3 ram, EVGA GTX 970 video card, on-board motherboard soundcard using 5.1 speakers via 3 phone connector audio cables.
  2. I've been trying to mod the music files and been having some issues with normalizing and balancing the audio files in relation to the game. I've normalized the music files themselves to a standardized -3dB and they sound all pretty even, but I've noticed that in-game the volume levels seem to be all over the place. In the sounds_gc.xml the code is listed as such: <General> <Sound name="GC Music" volume="0.7" group="2" comment="Music played during the GC missions"> <Wave>audio/music/Ground Combat Day 1.ogg</Wave> <Wave>audio/music/Ground Combat Day 2.ogg</Wave> <Wave>audio/music/Ground Combat Day 3.ogg</Wave> </Sound> <Sound name="GC Music Night" volume="0.7" group="2" comment="Music played during the GC night missions"> <Wave>audio/music/Ground Combat Night 1.ogg</Wave> <Wave>audio/music/Ground Combat Night 2.ogg</Wave> <Wave>audio/music/Ground Combat Night 3.ogg</Wave> </Sound> <!-- It is possible to have per-tileset music by apending " - <tilesetname>" to name, e.g. "GC Music Night - town" --> In sounds.xml (not sure why it's separated like this, but it is what it is, I guess): <Sound name="MainMenumusic" volume="0.7" repeattime="0" group="2" comment="BGM for the main menu."> <Wave>audio/music/Main Menu.ogg</Wave> </Sound> <Sound name="Geomusic" volume="0.7" repeattime="0-1" group="2" comment="BGM for the geoscape."> <Wave>audio/music/Geoscape 1.ogg</Wave> <Wave>audio/music/Geoscape 2.ogg</Wave> <Wave>audio/music/Geoscape 3.ogg</Wave> </Sound> <Sound name="AirCombatMusic" volume="1.0" repeattime="0-1" group="2" comment="Played while the air combat lasts."> <Wave>audio/music/Air Combat 1.ogg</Wave> </Sound> I've been adjusting the volume levels in these files, with my in-progress mod as the highest priority, but the volume controls doesn't seem to have any effect. The air combat music sounds too soft and the night combat music in particular sounds so loud that it's been causing clipping issues in-game. When I looked at the original music files, it seems like whoever did the music for it went around the problem by normalizing each sound file differently (compressed like hell for Air Combat, really soft for Ground Combat Night), which isn't really a good solution. Not sure if there's a fix for this -- if it's an issue with the modding process or the game itself. Can anyone confirm that this is in fact a bug? I've set the volume to 0 for some of them with no effect. Not sure if it's the game, or an issue on my end that I need to fix.
  3. I've been trying to mod the music files and been having some issues with normalizing and balancing the audio files in relation to the game. I've normalized the music files themselves to a standardized -3dB and they sound all pretty even, but I've noticed that in-game the volume levels seem to be all over the place. In the sounds_gc.xml the code is listed as such: <General> <Sound name="GC Music" volume="0.7" group="2" comment="Music played during the GC missions"> <Wave>audio/music/Ground Combat Day 1.ogg</Wave> <Wave>audio/music/Ground Combat Day 2.ogg</Wave> <Wave>audio/music/Ground Combat Day 3.ogg</Wave> </Sound> <Sound name="GC Music Night" volume="0.7" group="2" comment="Music played during the GC night missions"> <Wave>audio/music/Ground Combat Night 1.ogg</Wave> <Wave>audio/music/Ground Combat Night 2.ogg</Wave> <Wave>audio/music/Ground Combat Night 3.ogg</Wave> </Sound> <!-- It is possible to have per-tileset music by apending " - <tilesetname>" to name, e.g. "GC Music Night - town" --> In sounds.xml (not sure why it's separated like this, but it is what it is, I guess): <Sound name="MainMenumusic" volume="0.7" repeattime="0" group="2" comment="BGM for the main menu."> <Wave>audio/music/Main Menu.ogg</Wave> </Sound> <Sound name="Geomusic" volume="0.7" repeattime="0-1" group="2" comment="BGM for the geoscape."> <Wave>audio/music/Geoscape 1.ogg</Wave> <Wave>audio/music/Geoscape 2.ogg</Wave> <Wave>audio/music/Geoscape 3.ogg</Wave> </Sound> <Sound name="AirCombatMusic" volume="1.0" repeattime="0-1" group="2" comment="Played while the air combat lasts."> <Wave>audio/music/Air Combat 1.ogg</Wave> </Sound> I've been adjusting the volume levels in these files, with my in-progress mod as the highest priority, but the volume controls doesn't seem to have any effect. The air combat music sounds too soft and the night combat music in particular sounds so loud that it's been causing clipping issues in-game. When I looked at the original music files, it seems like whoever did the music for it went around the problem by normalizing each sound file differently (compressed like hell for Air Combat, really soft for Ground Combat Night), which isn't really a good solution. Not sure if there's a fix for this -- if it's an issue with the modding process or the game itself. Can anyone confirm that this is in fact a bug? I've set the volume to 0 for some of them with no effect.
  4. Hi all -- I was interested in making a simple mod that would replace some of the background music in the game, and had a few questions about the audio engine that's built into the system. I went through some of the files and I found the folder with the .ogg files in them. They're listed as such: Air Combat 1 Geoscape 1 Geoscape 2 Geoscape 3 Ground Combat Day 1 Ground Combat Day 2 Ground Combat Day 3 Ground Combat Night 1 Ground Combat Night 2 Ground Combat Night 3 Main Menu The listing seems pretty straightforward, but adding additional files to this naming scheme doesn't seem to work. (Air Combat 2, for example.) Are these files hardcoded into the game itself, so am I limited to just replacing these exact files? I've also noticed that the original music for the Air Combat sometimes overrides the new file I put in, even if it's completely gone. Not sure where it's pulling the data from when that happens.
  5. This thread is now redundant, as you can now check out the released files here : http://www.goldhawkinteractive.com/forums/showthread.php/11424-v1-07-Jsleezy-s-Real-Fighter-Sounds So, this one I have been keeping to myself for a few months now. It is not perfect but I can't image playing the game without it anymore. I've spent a lot of time mixing, testing and tweaking and I think it is time for others to enjoy it as well. Jsleezy's Real Fighter SOUNDS adds around 105 new sounds to the game most of which are soldier chatter. I would have added a lot more but the game crashes if you use too many custom sounds. [video=youtube;Z2rb8K1r-s4] The sounds are from Counter Strike. Here are a few examples of what soldiers say while taking actions: - Moving to position - Roger that - OK - Cover me - GO GO GO! - Fire in the hole (granade throw) And many many more. Here is the full list of soldier sounds: Please do note that even tho it works it is not perfect. Some aliens use some of the same soldier sounds and thus some of my new sounds i.e. "Fire in the hole" for a grenade throw. It won't happen all the time...but when it does you'll notice. Also, in some cases there is no way to differentiate between male and female voices so females will at times use male voices for things like "moving to position". I did all I could to prevent this but there are limitations to what I can do with how the game's code works. I almost feel a little selfish for not sharing this mod earlier, but life/work/other mods kept me from giving it the finishing touches...although it's still a work in progress. Even in it's condition I can't imagine playing Xenonauts without this mod. Please give it a shot. Get it here.
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