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[MBF21] Weapon projectile only playing the generic "Woosh!" projectile sound


DynamiteKaitorn

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Hello there! I'm still working through TMoD 7 and I wanted to start incorporating new sounds for my weapons. So far I have the sounds added to my .WAD file but for the life of me, I can't get them to play in-game! (or rather: they ONLY play the "Woosh!" sound an enemy fireball makes). I've tried various methods from forcing it to play via A_WeaponSound in my weapons block; A_PlaySound in the projectile's block; tried using "SeeSound" and all have come up short.

 

In the spoiler is the current code I'm using for them (Taken from DooM Tool's DECOHack):

Spoiler

FreeBeamCode.jpg.283cd62f8a64e9d8600be9258f73d112.jpg

^The Weapon^

 

FreeBeamProjectileCode.jpg.906cf7943a4c6f6cf105937237d612b7.jpg

^The Projectile^

 

 

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Your projectile is inheriting from mancubus, which means it's using sound at index 16 as alert state and index 17 as death state. I'm sure if you open the actual dehacked patch, you'll find it in there. That's why you hear the whoosh.

 

I'm assuming the reason A_WeaponSound and whatnot didn't work is because you didn't rename your lumps to correctly replace existing sounds or fit dehextra naming convention for custom sounds. Without relevant details it's all guesswork though. Vesper weapon mod uses dehextra slots for sounds, you can try to reference that for how to do it.

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Your projectile inherits the "seesound" property from the Mancubus fireball - so, like the mancubus fireball, it makes the "whoosh" sound when it's spawned.

 

Change seesound to the sound you want.

thing MTF_EXTRA00 : thing MT_FATSHOT "Free-shot bolt"
{
  Speed 18
  Radius 12

  ...

  SeeSound "fre030"
  DeathSound "fre031"

  States
  {
  ...
  }
}

 

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On 6/19/2023 at 2:26 PM, DynamiteKaitorn said:

I've already tried SeeSound but, as mentioned above, it doesn't work whatso ever. :l

Sound as "doom sound" format? Name DSFRE001? (Decohack must FRE001)

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