Taara
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15 years ago
I have a problem with my mod. I try to edit the eva sounds, but it didn't work. Can anyone please tell me how I can activate my new eva sounds? I don't know where I have to put the eva.ini into.
The voice.xml is already edited, the only problem is the eva.ini
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CommieDog
15 years ago
This is for C&C 3, right?
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Taara
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15 years ago
yes c&c3 tiberium wars
CommieDog
15 years ago
Since INI files are not precompiled, they (including Eva.ini) go in [Mod SDK]\BuiltMods\mods\[Mod Name]\data\ini\. (You may need to create that last folder if it doesn't exist.)
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Taara
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15 years ago
thanks, but that doesn't work. sounds are the same

here is a screenshot about my folders:

http://img856.imageshack.us/i/evau.jpg/ 
Taara
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15 years ago
does anybody know what's wrong?
CommieDog
15 years ago
I forgot to mention something very important: Eva voices require special handling and can't be part of the normal asset data stream. Some people have modified the Mod SDK's compilation tool to support a stream capable of processing Eva voices. Unfortunately, I don't have a link to one.
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Taara
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CommieDog
15 years ago
Ah, that looks like it would work.
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Taara
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15 years ago
can you tell me what I have to do now? I think just using the EALAModStudio.exe wouldn't bring me my sounds into the game :/
CommieDog
15 years ago
This is the fun part. You have to create a file named mapmetadata_new.xml in your [Mod SDK]\Mods\[Mod Name]\data\additionalmaps\ folder, creating the path if it doesn't exist. Inside that XML file, you need to include all the XML files with code for the Eva voices. When compiling your mod, you need to be sure that the "Build global data" option is checked.
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Taara
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15 years ago
It works now! Thank you very much for the help! ❤
Taara
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15 years ago
ok my sounds are in the game, but I can only hear them while I'm near the construction yard. I can increase the range but there is no option for unlimited range in the xml files. Is there any other way to hear all sounds through the UserInterface and not through the construction yard?

SoundEffects.xml:
AudioFile id="Building" File="AUDIO:sounds\Building.wav" GUIPreset="Default" /> 

	<AudioEvent id="Building" inheritFrom="AudioEvent:BaseSoundEffect"
		Volume = "110"
		VolumeShift = "-10"
		Limit = "3"
		Priority = "HIGH"
		MinRange="0"
		Type = "WORLD UI PLAYER VOICE"
		SubmixSlider = "VOICE" >
		<PitchShift Low = "-5" High = "5" />
		<Sound>Building</Sound>
	</AudioEvent>

Voice.xml:
	<Defines>
		<Define name="ALI_EVA_VOLUME" value="100" />
		<Define name="ALI_EVA_MINVOLUME" value="90" />
		<Define name="ALI_EVA_PITCHSHIFT_LOW" value="-1" />
		<Define name="ALI_EVA_PITCHSHIFT_HIGH" value="1" />
	    <Define name="ALL_VOICESUPPRESS_VOLUME" value="55"/>
	    <Define name="ALL_VOICESUPPRESS_PLAYPERCENT" value="50"/>
	    <Define name="ALL_VOICESUPPRESS_LIMIT" value="1"/>
		<Define name="CIV_UNITRESPONSE_VOLUME" value="100" />
		<Define name="CIV_UNITRESPONSE_MINVOLUME" value="95" />
		<Define name="CIV_UNITRESPONSE_PITCHSHIFT_LOW" value="-1" />
		<Define name="CIV_UNITRESPONSE_PITCHSHIFT_HIGH" value="1" />
		<Define name="CIV_VOICEDIE_VOLUME" value="70" />
		<Define name="CIV_VOICEDIE_PITCHSHIFT_LOW" value="-1" />
		<Define name="CIV_VOICEDIE_PITCHSHIFT_HIGH" value="1" />
		<Define name="GDI_EVA_VOLUME" value="105" />
		<Define name="GDI_EVA_MINVOLUME" value="90" />
		<Define name="GDI_EVA_PITCHSHIFT_LOW" value="-1" />
		<Define name="GDI_EVA_PITCHSHIFT_HIGH" value="1" />
		<Define name="GDI_UNITRESPONSE_VOLUME" value="110" />
		<Define name="GDI_UNITRESPONSE_MINVOLUME" value="105" />
		<Define name="GDI_UNITRESPONSE_PITCHSHIFT_LOW" value="-1" />
		<Define name="GDI_UNITRESPONSE_PITCHSHIFT_HIGH" value="1" />
		<Define name="GDI_VOICEDIE_VOLUME" value="70" />
		<Define name="GDI_VOICEDIE_PITCHSHIFT_LOW" value="-1" />
		<Define name="GDI_VOICEDIE_PITCHSHIFT_HIGH" value="1" />
		<Define name="NOD_EVA_VOLUME" value="100"/>
		<Define name="NOD_EVA_MINVOLUME" value="90"/>
		<Define name="NOD_EVA_PITCHSHIFT_LOW" value="-1"/>
		<Define name="NOD_EVA_PITCHSHIFT_HIGH" value="1"/>
		<Define name="NOD_UNITRESPONSE_VOLUME" value="110"/>
		<Define name="NOD_UNITRESPONSE_MINVOLUME" value="105"/>
		<Define name="NOD_UNITRESPONSE_PITCHSHIFT_LOW" value="-1"/>
		<Define name="NOD_UNITRESPONSE_PITCHSHIFT_HIGH" value="1"/>
		<Define name="NOD_VOICEDIE_VOLUME" value="70"/>
		<Define name="NOD_VOICEDIE_PITCHSHIFT_LOW" value="-1"/>
		<Define name="NOD_VOICEDIE_PITCHSHIFT_HIGH" value="1"/>
    <Define name="VOICECRASH_PLAYPERCENT" value="30"/>
  </Defines>


	<AudioEvent id="Neva_Building" inheritFrom="AudioEvent:BaseUnitResponse"
		Volume = "=$NOD_EVA_VOLUME + 0"
		MinVolume = "=$NOD_EVA_MINVOLUME + 0"
		Limit = "1"
		Type = "UI PLAYER VOICE"
		SubmixSlider = "VOICE" >
		<PitchShift Low="=$NOD_EVA_PITCHSHIFT_LOW + 0" High="=$NOD_EVA_PITCHSHIFT_HIGH + 0" />
		<Sound>Building</Sound>
	</AudioEvent>
Taara
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15 years ago
Ok I know now how it works. I have to put this into my soundeffects.xml:

<AudioFile id="Building" File="AUDIO:sounds\Building.wav" GUIPreset="Default" /> 

	<AudioEvent id="Building" inheritFrom="AudioEvent:BaseSoundEffect"
		Volume = "100"
		MinVolume = "90"
		Limit = "1"
		Type = "UI PLAYER VOICE"
		SubmixSlider = "VOICE" >
		<PitchShift Low = "-1" High = "1" />
		<Sound>Building</Sound>
	</AudioEvent>