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Paradox-01 (talk | contribs) m (wasn't aware that onisplit GUI don't create SNDD from aif source, offering now a batch alternative) |
Paradox-01 (talk | contribs) m (update on onisplit's (v56) ONCC <SoundConstants>) |
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__TOC__ | __TOC__ | ||
{{XMLModdingHints}} | |||
: '''''How do I get sounds into Oni?''''' | : '''''How do I get sounds into Oni?''''' | ||
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| <String> | | <String> | ||
| 0 | | 0 | ||
| '''taunt(s)''' | | '''taunt(s)''' - refers to <TauntProbability> in xml file made by onisplit 56(+) | ||
|- | |- | ||
| <String> | | <String> | ||
| 1 | | 1 | ||
| being surprised by a sound | | AI being surprised by a sound - <AlertProbability> | ||
|- | |- | ||
| <String> | | <String> | ||
| 2 | | 2 | ||
| being surprised by an enemy | | AI being surprised by an enemy - <StartleProbability> | ||
|- | |- | ||
| <String> | | <String> | ||
| 3 | | 3 | ||
| death taunt (when enemy / player dies) | | (AI only?) death taunt (when enemy / player dies) - <CheckBodyProbability> | ||
|- | |- | ||
| <String> | | <String> | ||
| 4 | | 4 | ||
| sound when character lost track of enemy | | sound when character lost track of enemy - <PursueProbability> | ||
|- | |- | ||
| <String> | | <String> | ||
| 5 | | 5 | ||
| being afraid (E.g. "Dont't hurt me.") | | being afraid (E.g. "Dont't hurt me.") - <CoverProbability> | ||
|- | |- | ||
| <String> | | <String> | ||
| 6 | | 6 | ||
| '''sound of ######punch_heavy.oni''', super punches don't have sound IDs | | '''sound of ######punch_heavy.oni''', super punches don't have sound IDs - <SuperPunchSound> | ||
|- | |- | ||
| <String> | | <String> | ||
| 7 | | 7 | ||
| '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs | | '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs - <SuperKickSound> | ||
|- | |- | ||
| <String> | | <String> | ||
| 8 | | 8 | ||
| AI specialty, Mukade use it for his devil star attack | | AI specialty, Mukade use it for his devil star attack - <Super3Sound> | ||
|- | |- | ||
| <String> | | <String> | ||
| <font color=#777777>9</font> | | <font color=#777777>9</font> | ||
| <font color=#777777>unsued</font> | | <font color=#777777>unsued - <Super4Sound></font> | ||
|} | |} | ||
===step 2: preparing the ONCC=== | ===step 2: preparing the ONCC=== | ||
{{divhide|onisplit 52 (-)}} | |||
Search for <SoundProbabilities> and set a value. The "<Int8>" tags have the same ID as the "<string>" tags in the table above. | Search for <SoundProbabilities> and set a value. The "<Int8>" tags have the same ID as the "<string>" tags in the table above. | ||
Line 300: | Line 304: | ||
<String></String> | <String></String> | ||
</Sounds> | </Sounds> | ||
{{divhide|end}} | |||
{{divhide|onisplit 56 (+)}} | |||
Search for <SoundConstants> and set a value between 0 and 100. 100 will make the engine play a sound always the taunt animation is played. | |||
Let's compare with Konoko (and in the following steps especially the with her taunt files.) | |||
In ONCCkonoko_generic.xml it looks like this: | |||
<SoundConstants> | |||
<TauntProbability>100</TauntProbability> | |||
<AlertProbability>0</AlertProbability> | |||
<StartleProbability>0</StartleProbability> | |||
<CheckBodyProbability>0</CheckBodyProbability> | |||
<PursueProbability>0</PursueProbability> | |||
<CoverProbability>0</CoverProbability> | |||
<SuperPunchProbability>100</SuperPunchProbability> | |||
<SuperKickProbability>100</SuperKickProbability> | |||
<Super3Probability>0</Super3Probability> | |||
<Super4Probability>0</Super4Probability> | |||
<TauntSound>c17_99_28konoko</TauntSound> | |||
<AlertSound></AlertSound> | |||
<StartleSound></StartleSound> | |||
<CheckBodySound></CheckBodySound> | |||
<PursueSound></PursueSound> | |||
<CoverSound></CoverSound> | |||
<SuperPunchSound>c18_79_14konoko</SuperPunchSound> | |||
<SuperKickSound>c18_79_15konoko</SuperKickSound> | |||
<Super3Sound></Super3Sound> | |||
<Super4Sound></Super4Sound> | |||
</SoundConstants> | |||
{{divhide|end}} | |||
===step 3: preparing the OSBD.amb=== | ===step 3: preparing the OSBD.amb=== |
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