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!