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wiki:tcb:tcbinstall:sound_op [2018/09/10 02:51]
opadmin
wiki:tcb:tcbinstall:sound_op [2019/05/07 18:03]
opadmin [Sound Effects]
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 The instructions on this page apply to use of the sound card in combination with the TCB (Tank Control Board).  The instructions on this page apply to use of the sound card in combination with the TCB (Tank Control Board). 
  
-The sound card can also be used in stand-alone mode when controlled directly through standard RC signals but the instructions for that application are different. For instructions when using the sound card in RC mode //without// the TCB: [[wiki:sound:start|Click Here]]+The sound card can also be used in stand-alone mode when controlled directly through standard RC signals but the instructions for that application are different. For instructions when using the sound card in RC mode //without// the TCB: **[[wiki:sound:start|Click Here]]**
  
 ===== General Features ===== ===== General Features =====
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 Some parameters can be adjusted via OP Config on the [[wiki:opconfig:tabs:sounds|Sounds tab]], including relative volumes, squeak intervals, and the loop behavior of the two sound banks.  Some parameters can be adjusted via OP Config on the [[wiki:opconfig:tabs:sounds|Sounds tab]], including relative volumes, squeak intervals, and the loop behavior of the two sound banks. 
  
 +==== Engine Sounds ====
 <html> <html>
  <table width="700px">  <table width="700px">
  <tr>  <tr>
- <td colspan="4align="left" class="tabletitle"><br/>Sound Effects</td>+ <th width="20%">Effect</th> 
 + <th width="20%">File Name</th> 
 + <th width="60%">Notes</th>
  </tr>  </tr>
 + <tr>
 + <td>Engine Start</td>
 + <td>enstart1.wav</td>
 + <td>Default/Cold start</td>
 + </tr>
 + <tr>
 + <td>Engine Hot Start</td>
 + <td>enstart2.wav</td>
 + <td>Optional, if present will use on second and subsequent starts</td>
 + </tr>
 + <tr>
 + <td>Engine Idle</td>
 + <td>enidle1.wav<br/>enidle2.wav<br/>enidle3.wav<br/>enidle4.wav<br/>enidle5.wav</td>
 + <td>If multiple idle sounds specified, a different one will be played each time vehicle returns to idle.</td>
 + </tr>
 + <tr>
 + <td>Engine Idle<br/>- Damaged State</td>
 + <td>enidle_d.wav</td>
 + <td>An optional alternate idle sound that will be played when the vehicle has sustained damage in IR battle (in the manner of Tamiya).</td>
 + </tr>
 + <tr>
 + <td>Engine Accelerate</td>
 + <td>enaccl1.wav<br/>enaccl2.wav<br/>enaccl3.wav<br/>enaccl4.wav<br/>enaccl5.wav</td>
 + <td>The acceleration sound is played as a transition from idle to moving.
 +                            If multiple sounds specified, a different one will be played each time vehicle begins moving.</td>
 + </tr>
 + <tr>
 + <td>Engine Decelerate</td>
 + <td>endecl1.wav<br/>endecl2.wav<br/>endecl3.wav<br/>endecl4.wav<br/>endecl5.wav</td>
 + <td>The deceleration sound is played as a transition from moving
 +                            to stopped (idle). If multiple sounds specified, a different one will be
 +                            played each time vehicle stops moving.</td>
 + </tr>
 + <tr>
 + <td>Vehicle Moving</td>
 + <td>enrun1.wav<br/>enrun2.wav<br/>enrun3.wav<br/>enrun4.wav<br/>enrun5.wav<br/>
 +                            enrun6.wav<br/>enrun7.wav<br/>enrun8.wav<br/>enrun9.wav<br/>enrun10.wav</td>
 + <td>Engine sound when vehicle moving, with enrun1.wav being the slowest speed
 +                            and higher numbers being faster speed. Not all sounds are required, as
 +                            many are specified will automatically be evenly distributed across the
 +                            entire speed range.</td>
 + </tr>
 + <tr>
 + <td>Engine Shutdown</td>
 + <td>enstop.wav</td>
 + <td></td>
 + </tr>
 + </table>
 +</html>
 +
 +==== Sound Effects ====
 +<html>
 + <table width="700px">
  <tr>  <tr>
  <th width="20%">Effect</th>  <th width="20%">Effect</th>
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  <tr>  <tr>
  <td>Cannon Ready</td>  <td>Cannon Ready</td>
- <td>reloaded.wav</td>+ <td>reload_1.wav<br />reload_2.wav<br />reload_3.wav<br />reload_4.wav<br />reload_5.wav</td>
                         <td></td>                         <td></td>
- <td>Notification sound to let the user know they can fire the cannon again. Actual reload time is determined by the vehicle's weight class, defined in <a href="http://openpanzer.org/wiki/doku.php?id=wiki:opconfig:tabs:battle">OP Config on the Battle tab</a>.</td>+ <td>Notification sound to let the user know they can fire the cannon again. Actual reload time is determined by the vehicle's weight class, defined in <a href="http://openpanzer.org/wiki/doku.php?id=wiki:opconfig:tabs:battle">OP Config on the Battle tab</a>. You can have up to 5 reloaded sounds and each time the cannon is fired the program will select one at random. It's also fine to have fewer than 5, just omit the ones you don't need.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td></td>  <td></td>
                         <td></td>                         <td></td>
- </tr> 
- </table> 
- 
- 
-Engine sound file names are as follows: 
- 
- <table width="700px"> 
- <tr> 
- <td colspan="3" align="left" class="tabletitle"><br/>Engine Sounds</td> 
- </tr> 
- <tr> 
- <th width="20%">Effect</th> 
- <th width="20%">File Name</th> 
- <th width="60%">Notes</th> 
- </tr> 
- <tr> 
- <td>Engine Start</td> 
- <td>enstart1.wav</td> 
- <td>Default/Cold start</td> 
- </tr> 
- <tr> 
- <td>Engine Hot Start</td> 
- <td>enstart2.wav</td> 
- <td>Optional, if present will use on second and subsequent starts</td> 
- </tr> 
- <tr> 
- <td>Engine Idle</td> 
- <td>enidle1.wav<br/>enidle2.wav<br/>enidle3.wav<br/>enidle4.wav<br/>enidle5.wav</td> 
- <td>If multiple idle sounds specified, a different one will be played each time vehicle returns to idle.</td> 
- </tr> 
- <tr> 
- <td>Engine Idle<br/>- Damaged State</td> 
- <td>enidle_d.wav</td> 
- <td>An optional alternate idle sound that will be played when the vehicle has sustained damage in IR battle (in the manner of Tamiya).</td> 
- </tr> 
- <tr> 
- <td>Engine Accelerate</td> 
- <td>enaccl1.wav<br/>enaccl2.wav<br/>enaccl3.wav<br/>enaccl4.wav<br/>enaccl5.wav</td> 
- <td>The acceleration sound is played as a transition from idle to moving. 
-                            If multiple sounds specified, a different one will be played each time vehicle begins moving.</td> 
- </tr> 
- <tr> 
- <td>Engine Decelerate</td> 
- <td>endecl1.wav<br/>endecl2.wav<br/>endecl3.wav<br/>endecl4.wav<br/>endecl5.wav</td> 
- <td>The deceleration sound is played as a transition from moving 
-                            to stopped (idle). If multiple sounds specified, a different one will be 
-                            played each time vehicle stops moving.</td> 
- </tr> 
- <tr> 
- <td>Vehicle Moving</td> 
- <td>enrun1.wav<br/>enrun2.wav<br/>enrun3.wav<br/>enrun4.wav<br/>enrun5.wav<br/> 
-                            enrun6.wav<br/>enrun7.wav<br/>enrun8.wav<br/>enrun9.wav<br/>enrun10.wav</td> 
- <td>Engine sound when vehicle moving, with enrun1.wav being the slowest speed 
-                            and higher numbers being faster speed. Not all sounds are required, as 
-                            many are specified will automatically be evenly distributed across the 
-                            entire speed range.</td> 
- </tr> 
- <tr> 
- <td>Engine Shutdown</td> 
- <td>enstop.wav</td> 
- <td></td> 
  </tr>  </tr>
  </table>  </table>
wiki/tcb/tcbinstall/sound_op.txt · Last modified: 2019/09/03 23:01 by opadmin