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HLC_WP_G36
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==========

- Initial changes for proof-of-concept implementation of sound-rework
- Preliminary XM8 preparation - Preliminary PCAP Accessory lists, Stringtables
- MLI Variants now use MAg Proxies, Meshes updated to match
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toadie2k committed Nov 27, 2019
1 parent e5a7351 commit 3c2494e
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Showing 12 changed files with 628 additions and 88 deletions.
61 changes: 61 additions & 0 deletions hlc_wp_g36/cfgSoundset.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -247,4 +247,65 @@ class CfgSoundSets
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
};

class NIA_xm8_Shot_SoundSet
{
soundShaders[] = { "NIA_xm8_closeShot_SoundShader", "NIA_xm8_midShot_SoundShader", "NIA_xm8_distShot_SoundShader", "NIA_xm8_Closure_SoundShader" };
volumeFactor = 1.25;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
class NIA_xm8_tail_SoundSet
{
soundShaders[] = { "NIA_xm8_tailDistant_SoundShader", "NIA_xm8_tailForest_SoundShader", "NIA_xm8_tailHouses_SoundShader", "NIA_xm8_tailInterior_SoundShader", "NIA_xm8_tailMeadows_SoundShader", "NIA_xm8_tailTrees_SoundShader" };
volumeFactor = 1.0;
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
};
class NIA_xm8_silencerShot_SoundSet
{
soundShaders[] = { "NIA_xm8_silencerShot_SoundShader", "NIA_xm8_Closure_SoundShader", "NIA_xm8_silencerShot_mid_SoundShader" };
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
};
class NIA_xm8_silencerTail_SoundSet
{
soundShaders[] = { "NIA_xm8_silencerTailTrees_SoundShader", "NIA_xm8_silencerTailForest_SoundShader", "NIA_xm8_silencerTailMeadows_SoundShader", "NIA_xm8_silencerTailHouses_SoundShader", "NIA_xm8_silencerTailInterior_SoundShader" };
volumeFactor = 0.7;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
};
};
192 changes: 191 additions & 1 deletion hlc_wp_g36/cfgSoundshaders.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -1165,7 +1165,6 @@ class CfgSoundShaders
};
limitation = 1;
};

class g36k_tailInterior_mid_SoundShader {
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\g36k\g36k_indoor_mid", 1 }
Expand Down Expand Up @@ -1229,4 +1228,195 @@ class CfgSoundShaders
range = 2000;
limitation = 1;
};
class NIA_xm8_Closure_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_first", 1 } };
range = 10;
volume = 0.5;
rangeCurve[] = {
{ 0, 1 },
{ 10, 0 } };
};
class NIA_xm8_closeShot_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_close", 1 }
};
volume = 0.7;
range = 100;
rangeCurve = "closeShotCurve";
};
class NIA_xm8_midShot_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_mid", 1 } };
volume = 1;
range = 2500;
rangeCurve[] = {
{ 0, 0.5 },
{ 100, 1 },
{ 300, 0 },
{ 2500, 0 } };
};
class NIA_xm8_distShot_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_dist", 1 } };
volume = 1.0;
range = 2500;
rangeCurve[] = {
{ 0, 0 },
{ 100, 0 },
{ 300, 1 },
{ 2500, 1 } };
};
class nia_xm8_tailDistant_SoundShader
{
samples[] = {
{ "\A3\Sounds_F\arsenal\weapons\Rifles\mk20\mk20_taildistant", 1 } };
volume = 1;
range = 2000;
rangeCurve[] = {
{ 0, 0 },
{ 600, 0.7 },
{ 2000, 1 } };
limitation = 1;
};
class NIA_xm8_tailForest_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_forest", 1 } };
volume = " 1.3*((1-interior/1.4)*Forest/3)";
range = 250;
rangeCurve[] = {
{ 0, 1 },
{ 250, 0 }
};
limitation = 1;
};
class NIA_xm8_tailHouses_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_urban", 1 } };
volume = "1.3*((1-interior/1.4)*houses/3)";
range = 250;
rangeCurve[] = {
{ 0, 1 },
{ 250, 0 }
};
limitation = 1;
};
class NIA_xm8_tailInterior_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_indoor", 1 } };
volume = " 1.3*((interior)*0.65)";
range = 250;
rangeCurve[] = {
{ 0, 0.7 },
{ 250, 0 }
};
limitation = 1;
};
class NIA_xm8_tailMeadows_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_meadows", 1 } };
volume = " 1.3*((1-interior/1.4)*(meadows/2 max sea/2)/3)";
range = 250;
rangeCurve[] = {
{ 0, 1 },
{ 250, 0 }
};
limitation = 1;
};
class NIA_xm8_tailTrees_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_trees", 1 } };
volume = " 1.3*((1-interior/1.4)*trees/3)";
range = 250;
rangeCurve[] = {
{ 0, 1 },
{ 250, 0 }
};
limitation = 1;
};
class NIA_xm8_silencerShot_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_Silenced_Close", 1 } };
volume = 1.0;
range = 50;
rangeCurve = "closeShotCurve";
};
class NIA_xm8_silencerShot_mid_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_silenced_mid", 1 } };
volume = 1.0;
range = 350;
rangeCurve[] = {
{ 0, 0.2 },
{ 50, 1 },
{ 350, 0 }
};
};
class NIA_xm8_silencerTailForest_SoundShader
{
samples[] = {
{ "A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailForest", 1 } };
volume = "(1-interior/1.4)*forest/3";
range = 150;
rangeCurve[] = {
{ 0, 1 },
{ 150, 0.3 } };
limitation = 1;
};
class NIA_xm8_silencerTailHouses_SoundShader
{
samples[] = {
{ "A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailHouses", 1 } };
volume = "(1-interior/1.4)*houses/3";
range = 150;
rangeCurve[] = {
{ 0, 1 },
{ 150, 0 } };
limitation = 1;
};
class NIA_xm8_silencerTailInterior_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_suppressed_indoor", 1 } };
volume = "interior";
range = 150;
rangeCurve[] = {
{ 0, 1 },
{ 50, 0.3 },
{ 150, 0 } };
limitation = 1;
};
class NIA_xm8_silencerTailMeadows_SoundShader
{
samples[] = {
{ "hlc_wp_g36\snd\soundshaders\xm8\xm8_suppressed_meadows", 1 } };
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
range = 150;
rangeCurve[] = {
{ 0, 1 },
{ 150, 0.3 } };
limitation = 1;
};
class NIA_xm8_silencerTailTrees_SoundShader
{
samples[] = {
{ "A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailTrees", 1 } };
volume = "(1-interior/1.4)*trees/3";
range = 150;
rangeCurve[] = {
{ 0, 1 },
{ 150, 0.3 } };
limitation = 1;
};
};
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