The ship turning, the ship float and the ship sail furling and setting sails sounds. I checked where they are defined in relation to the original AOP files along with the original sound files and nothing has changed... So why is it that in the 2.8 merge I cannot hear these three events?
Defs in sound_alias.ini:
Defs in AI_Ship.c and AIShip_Truesailing.c
Defs in sound_alias.ini:
Code:
; ========================== Ïàðóñà ====================================
[sails_up_lugger]
prior = 65
minDistance = 12.0
maxDistance = 60.0
volume = 0.0
name = SHIP\Sail_loop_01.wav
[sails_up_corvette]
prior = 65
minDistance = 15.0
maxDistance = 80.0
volume = 0.0
name = SHIP\Sail_loop_01.wav
[sails_up_frigate]
prior = 65
minDistance = 25.0
maxDistance = 140.0
volume = 0.0
name = SHIP\Sail_loop_01.wav
[sails_up_lineship]
prior = 65
minDistance = 35.0
maxDistance = 160.0
volume = 0.0
name = SHIP\Sail_loop_01.wav
[sails_up_manowar]
prior = 65
minDistance = 50.0
maxDistance = 185.0
volume = 0.0
name = SHIP\Sail_loop_01.wav
; ========================== Øóì âîäû ====================================
[ship_water_lugger]
prior = 65
minDistance = 12.0
maxDistance = 60.0
volume = 0.0
name = SHIP\Float_boat_01.wav
[ship_water_corvette]
prior = 65
minDistance = 15.0
maxDistance = 90.0
volume = 0.0
name = SHIP\Float_boat_01.wav
[ship_water_frigate]
prior = 65
minDistance = 25.0
maxDistance = 125.0
volume = 0.0
name = SHIP\Float_boat_01.wav
[ship_water_lineship]
prior = 65
minDistance = 35.0
maxDistance = 160.0
volume = 0.0
name = SHIP\Float_boat_01.wav
[ship_water_manowar]
prior = 65
minDistance = 50.0
maxDistance = 185.0
volume = 0.0
name = SHIP\Float_boat_01.wav
; ========================== Ñêðèï ïîâîðîòà ====================================
[ship_turn_lugger]
prior = 65
minDistance = 12.0
maxDistance = 60.0
volume = 0.0
name = SHIP\Turn_loop_01.wav
[ship_turn_corvette]
prior = 65
minDistance = 15.0
maxDistance = 90.0
volume = 0.0
name = SHIP\Turn_loop_01.wav
[ship_turn_frigate]
prior = 65
minDistance = 25.0
maxDistance = 140.0
volume = 0.0
name = SHIP\Turn_loop_01.wav
[ship_turn_lineship]
prior = 65
minDistance = 35.0
maxDistance = 160.0
volume = 0.0
name = SHIP\Turn_loop_01.wav
[ship_turn_manowar]
prior = 65
minDistance = 50.0
maxDistance = 185.0
volume = 0.0
name = SHIP\Turn_loop_01.wav
Defs in AI_Ship.c and AIShip_Truesailing.c
Code:
void Ship_CreateStaticSounds(ref rCharacter)
{
ref refBaseShip = GetRealShip(GetCharacterShipType(rCharacter));
// create water sound
float fX = stf(rCharacter.Ship.Pos.x);
float fY = stf(rCharacter.Ship.Pos.y);
float fZ = stf(rCharacter.Ship.Pos.z);
rCharacter.Ship.Sounds.WaterID.x = 0.0;
rCharacter.Ship.Sounds.WaterID.y = 0.0;
rCharacter.Ship.Sounds.WaterID.z = 0.12;
rCharacter.Ship.Sounds.WaterID = Play3DSoundComplex("ship_water_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
if (sti(rCharacter.Ship.Sounds.WaterID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.WaterID), 0.0); }
rCharacter.Ship.Sounds.WaterSpeed = 30.0;
// create sails sound
rCharacter.Ship.Sounds.SailsID.x = 0.0;
rCharacter.Ship.Sounds.SailsID.y = 0.5;
rCharacter.Ship.Sounds.SailsID.z = 0.0;
rCharacter.Ship.Sounds.SailsID = Play3DSoundComplex("sails_up_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
if (sti(rCharacter.Ship.Sounds.SailsID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.SailsID), 0.0); }
rCharacter.Ship.Sounds.SailsMove = 0.0;
// create turn sound
rCharacter.Ship.Sounds.TurnID.x = 0.0;
rCharacter.Ship.Sounds.TurnID.y = 0.0;
rCharacter.Ship.Sounds.TurnID.z = 0.0;
rCharacter.Ship.Sounds.TurnID = Play3DSoundComplex("ship_turn_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
if (sti(rCharacter.Ship.Sounds.TurnID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.TurnID), 0.0); }
rCharacter.Ship.Sounds.TurnSpeed = 0.05;
}