Author Topic: What is...  (Read 329 times)

Legacy_Leurnid

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What is...
« on: April 12, 2012, 08:18:19 am »


               What is the 'SoundAppType' in the Placeables.2da file, and is it important? 

I have been using the same value as similar items (material, size, etc) already in 'trusted' haks, for my own compilation.

I have found some old haks that have placeables with no SoundAppType value, or values that are not consistent with the values assigned to similar items in 'trusted' haks.


I suspect that the SoundAppType is kinda like the 'Environmental Audio Effects' setting in 'Area Properties > Audio'... a totally meaningless setting, but my curiousity compels me to ask.
               
               

               
            

Legacy_Failed.Bard

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« Reply #1 on: April 12, 2012, 01:42:37 pm »


               SoundAppType might be the setting used for assigning area sound playback priorities, but that's just a guess on my part.

Edit:  Looks like Lightfoot8 is right, the numbers are references into placeableobjsnds.2da
               
               

               


                     Modifié par Failed.Bard, 12 avril 2012 - 01:36 .
                     
                  


            

Legacy_Lightfoot8

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« Reply #2 on: April 12, 2012, 02:26:02 pm »


               Without looking it up to verify, I would guess it is the index into placeableobjsnds.2da
               
               

               
            

Legacy_Leurnid

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« Reply #3 on: April 12, 2012, 02:32:37 pm »


               Ok, you opened to can of worms now...  What is the placeableobjsnds.2da?
               
               

               
            

Legacy_gutwrench66kg

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« Reply #4 on: April 12, 2012, 03:56:33 pm »


               For the most part, these all do the same as appearances.2da/apperancesndset.2da

SoundAppType links it to the lines in placeaobjsnds.2da.

This makes sure that the sounds played on open/close/hit/destroyetc. are appropriate for the objects.

Take a look @ the sarcophagus entries in placeables.2da.  They have a soundapptype of "26"

in placeableobjsnds.2da, 26 provides the sounds for a "stone_object_large"  When I open the sarcophagus to get to the loot inside, it sounds like a stone lid. when I shut it, it sounds like stone. When I hit it with my axe, it sounds like stone (same sound as hitting a stone golem)

Chests have soundapptypes of "14" and "15".. making them reference chest specific object noises, as well as wooden impact sounds.

As for Evnironmental Audio being useless...I'd beg to differ. ;-) Either your builders didn't put much use in them, you're not using EAX hardware, or you're not much of the audiophile.  You can add a lot of little touches with the Environmental Audio.
               
               

               
            

Legacy_Leurnid

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« Reply #5 on: April 12, 2012, 04:33:24 pm »


               

usagreco66kg wrote...

For the most part, these all do the same as appearances.2da/apperancesndset.2da

SoundAppType links it to the lines in placeaobjsnds.2da.

This makes sure that the sounds played on open/close/hit/destroyetc. are appropriate for the objects.

Take a look @ the sarcophagus entries in placeables.2da.  They have a soundapptype of "26"

in placeableobjsnds.2da, 26 provides the sounds for a "stone_object_large"  When I open the sarcophagus to get to the loot inside, it sounds like a stone lid. when I shut it, it sounds like stone. When I hit it with my axe, it sounds like stone (same sound as hitting a stone golem)

Chests have soundapptypes of "14" and "15".. making them reference chest specific object noises, as well as wooden impact sounds.


Thank you!  I am glad to hear that my attention to maintaining, and in some cases, correcting, the values on those fields was not time wasted.

On that note, is there a table someplace that lists the values and what sounds are associated, or is that one of those things you need to pry open more files to find out?

As for Evnironmental Audio being useless...I'd beg to differ. ;-) Either your builders didn't put much use in them, you're not using EAX hardware, or you're not much of the audiophile.  You can add a lot of little touches with the Environmental Audio.


I was basing my assessment of the Environmental Audio on what the NWN Wiki says about the setting, as well as a couple of university tutorials I found that indicated it appeared to be an 'unimplemented' feature.

I tried jdifferent sound settings in there and was having a hard time telling if they were doing anything to the ambient sounds, voices, music, or placed sound effects.  I have always thought alot of the sounds, especially the placed voice effects, tend to sound a bit like everbody is talking in a tin tube, is that a function of that sound setting?

If you could post or link to some more detailed explainations of what that setting influences and how to get the most bang for the buck from it, I would appreciate it. I really enjoy layering the sounds, placeables and lighting to deliver maximum cinematic *bang*, so any help in getting more milage from  the sound component of that equation would be fantastic!
               
               

               
            

Legacy_Zwerkules

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« Reply #6 on: April 12, 2012, 04:42:34 pm »


               

Leurnid wrote...


On that note, is there a table someplace that lists the values and what sounds are associated, or is that one of those things you need to pry open more files to find out?


placeableobjsnds.2da has all the file names for the sounds associated in it.
It is easy to read, so there's no need to make a special table to list those sounds.