Creature Sound FX

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.

Attachment: GD2 Mod Rogue Encampment.jpg
Attachment: GD2 Mod Blood Moor.jpg
Attachment: GD2 Mod Den of Evil.jpg

I’d try setting the first two values to 0 as from the names they change the sound itself.

No idea about the other two.

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?:smiley:

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):smiley:

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.

Omg now some are doing it correctly and some are still squeaking wtf?!?

This is incredibly odd lol.

YES!!!

Finally made it work by using negative values for pitch up and down.

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.

The default values are:

pitchUp 0
pitchDown 0
pitchStep 1650
fall Off 4

spawnAtCameraY : FALSE
force2d: FALSE
volume : 0.75

and Weight should be 100 if you have only 1 sound.

You should upload your sound and post a picture of your config.
Much easier :wink:

Haha, alright then :stuck_out_tongue:

Try using pitchStep 1650 and you might not need to go negative or change the pitch at all.

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.

Heh, I’ve been messing around with that thing too, and I can’t figure out the exact meaning of these values.

What I did is I made some choir zombies, whose basic .wav is an A tone.

Now, with pitchup=1 and pitchstep 44.000, I get them to sing in total 3 tones:

  1. The basic .wav, which never goes away no matter what numbers I put in there.
  2. The octave above.
  3. The fifth above that octave.

If I change pitchstep to 22.000, I get them to sing the fundamental, the fifth and the octave, though they are juuuuuust a little bit out of tune.

What this means is I can’t figure out how to split an octave in 12 equal steps and have my zombies perform their avantgarde oratorio.:frowning: Damn shame.

Also, for some reason pitchdown doesn’t seem to do anything for me on its own.

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.)