So I’m trying to add new fx to an enemy Death and Alert but when I’m in game they are like squeaks instead.
Which value would I have to change in the following?
pitchUp
pitchDown
pitchStep
fall Off
I’ve used a pre-existing dbr file with the sounds so each value has a number already - just not sure what to change so that the fx that I’m using won’t be altered.
edit: In case no one is really sure I’ll continue to experiment and post my results.
Pitchstep is the global amount that pitchup/down will increase or decrease.
500 is a half step in musical terms.
Falloff is the distance the sound will fade out.
5.0 is usually default so that the sound source can be heard while on screen. To make a sound audible off screen would be higher values.
Oh cool, I wanted to test that after work but you saved me the trouble.
So, if you had a tone .wav and set pitchstep to 2000, pitchup to 1 and pitchdown to 1, would a crowd of monsters play an augmented chord on death/alert/etc?
Haha, that would be something to hear! Although I’m not 100% sure if the variables are set to a random factor…I’m assuming its mainly so that there are no phasing problems when the same sound occurs simultaneously. (which wouldn’t sound quite as good as that chord)
Well I’ve experimented a bit more and it’s still the same when it comes to a high pitched quick ass squeak for both the chosen alert and death fx.
I’ve tried it with a number of changes such as:
pitchUp 0
pitchDown 0
pitchStep 0
fall Off 5
pitchUp 0
pitchDown 100
pitchStep 5000
fall Off 5
And also changed the weights to 0 as they also had a some base numbers from the dbr file I used before.
Though this can be amusing the only real change I’ve had was having zero sound compared to what I currently get. Will continue to mess around with the different values.
The weight determinate what sounds in the soundpak while be played in %.
So you can have 4 sounds for the same objects and they have a chance to be different.
Configuration I was just experimenting and eventually started to add obnoxious numbers to the values.
What worked (for whatever reason) is the following.
PitchUp -50
PitchDown -400
PitchStep 400000
Before it was really high pitched and the sound was rushed.
While testing I set the volume to like 8 so it’s a lot easier to hear since I have some other D2 music in the background that isn’t yet linked to the menu options for lowering volume.
Not really sure why the above numbers “fixed” the issue and I’m sure I could keep on changing the values to lower less obnoxious numbers and have it still work.
Just happy my Fallen Demons (Death Clan Grobles) now yell out Rakanishu and other D2 sounds when alerted while also dying like the Fallen. I’ll have to see about editing their tex file to a brighter red but for now it’s rather okay.
ooh I was way off on the pitchstep value measurement type.
Try the values starting with 44.100(wholestep) or 22.050(halfstep) instead. Its most likely measured in hertz after all.
Thanks to DeMasked for settings that work for some files. The standard settings work for Grim Dawn .wav files or Ceno’s 1491 example, but didn’t work for a single one of the little .wav files I’d downloaded.
Is there a way to convert .wav files into GD-format .wav files that use the 0/0/1650 settings? (In case the -40/-40/441000 method breaks in the future.)