• Dynamic Perfect SFX | 动态绿色声音
  • 当前版本最后更新

    2024-3-13 00:07

  • 最后更新时间

    2024-3-13 00:07

  • 资源创建时间

    2024-3-13 00:03

  • 资源作者

    vetmin

  • 资源发布者

    vetmin

资源简介

(请参阅下面的翻译)

VETMIN'S DYNAMIC PERFECT-RELEASE SFX TEMPLATE

!!!IMPORTANT!!! This is a resource for fellow modders, not a mod meant to be enjoyed on its own. !!!IMPORTANT!!!

This mod demonstrates a method for making perfect-release sound effects change every time they are triggered. In other words, every time you achieve a perfect shot release, you hear a different sound effect, rather than the one sound effect that you have selected in the Controller Settings menu. To install, drag sfx_inside_001.iff into your Mods folder or the equivalent.

The actual sound effects included in this mod are for demonstration only; they are simply a voice reciting a series of numbers, which allows you to hear how the effects trigger in-game. Two effect slots have been modded: (1) Catch fire and (2) Metal clank. To observe the changes, go into Controller Settings and make sure Perfect Release SFX is set to whichever one you want to hear. 'Catch fire' has 99 sound effects (the voice will go in order, first saying "1", then "2", then "3", etc., until finally getting to "99", then cycling back to "1", then "2", etc.). "Metal clank" demonstrates a shorter cycle (just "1", "2", "3", "1", "2", "3", "1", "2", etc.).

KEY CONCEPTS:

- The contents of IFF files are not read directly by the game; rather the contents of IFF files are dumped into cache memory and are read from there. This means that, in many cases, the default IFF that contains a particular resource (for instance, global.iff containing the perfect-release flame sound effect, sfx-pr-flame_01.RESA) is not the only IFF capable of housing that resource, and if that's the case, then even if the resource has already been dumped into the cache by one IFF, it'll be overwritten if a different IFF subsequently caches a file with the same filename. In this case, the game loads sfx-pr-flame_01.RESA from global.iff upon boot up, but sfx_inside_001.iff seems to be programmed to dump all RESA files into cache memory, so if we place a different sfx-pr-flame_01.RESA in sfx_inside_001.iff, it will overwrite the one from global.iff.
- RESA files are audio files typically found within IFF files, whereas outside of IFF files it is more common to see the WAV extension. Despite using a different extension, RESAs are standard 2K audio files. You simply use looyh's conversion tools and change the extension from WAV to RESA. Every RESA I have modded has been of the 'music' type (as opposed to 'line'), and I have had to add 1 second of silence at the beginning to have it trigger appropriately.
- Many RESA sound effects have filenames that are appended with an underscore (_) and a number. Examples: ball-net-hard_01.RESA, ball-net-hard_02.RESA.
- For most of these sound effects, the game is not programmed to read specific files, but rather it reads a general category and moves through the files within that category in a systematic way, starting with the _01 entry and moving one-by-one in order through the entire sequence of numbers that are available. Once it has proceeded through all of the numbers, it cycles back to _01 and repeats the sequence.
- The game does not expect a specific number of effects within a category. So, for instance, in the default sfx_inside_001.iff, there are 9 rim-release sounds. In-game, they will trigger like rim-release_01, then 02, 03, 04, 05, 06, 07, 08, 09, 01, 02, 03, 04... etc., but if you delete 07, 08, and 09, then they will trigger like 01, 02, 03, 04, 05, 06, 01, 02, 03, 04... etc. Likewise if you add new files named rim-release_10.RESA and rim-release_11.RESA, then the effects will trigger like 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 01, 02, 03, 04... etc. In other words, the effects within each category are read dynamically. There is nothing programmed in the game that says there are 9 rim-release sounds.
- Each perfect-release sound effect (again, found in global.iff) is its own category of sound effect, with only one entry in the category. For instance, there is sfx-pr-flame_01.RESA, but no sfx-pr-flame_02.RESA. The category sfx-pr-flame only has entry 01, but because these entries are processed dynamically by the game (as described above), if we for instance add files called sfx-pr-flame_02.RESA, sfx-pr-flame_03.RESA, and sfx-pr-flame_04.RESA, it will play like sfx-pr-flame_01, 02, 03, 04, 01, 02, 03, 04, 01, 02... etc. just like the standard on-court default sound effects in sfx_inside_001.iff.

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英文 -> 中文 (https://translate.google.com/ - 如果该工具无法正确翻译,我深表歉意。):

VETMIN 的动态完美发布 SFX 模板

!!!重要的!!!这是为其他模组制作者提供的资源,而不是一个可以单独使用的模组。 !!!重要的!!!

该模组演示了一种使完美释放的音效在每次触发时发生变化的方法。换句话说,每次您实现完美的射击释放时,您都会听到不同的音效,而不是您在“控制器设置”菜单中选择的一种音效。要安装,请将 sfx_inside_001.iff 拖到 Mods 文件夹或同等文件夹中。

本模组中包含的实际音效仅供演示;它们只是一个背诵一系列数字的声音,让您可以听到游戏中效果如何触发。已修改两个效果槽:(1) 着火和 (2) 金属叮当声。要观察变化,请进入控制器设置并确保将 Perfect Release SFX 设置为您想听到的任何一个。 “着火”有 99 种音效(声音会按顺序播放,先说“1”,然后说“2”,然后“3”,等等,直到最后说“99”,然后循环回到“1” ,然后是“2”,等等)。 “Metal clank”展示了较短的周期(仅“1”、“2”、“3”、“1”、“2”、“3”、“1”、“2”等)。

关键概念:

- IFF文件的内容不被游戏直接读取;相反,IFF 文件的内容被转储到高速缓存中并从那里读取。这意味着,在许多情况下,包含特定资源的默认 IFF(例如,包含完美释放火焰音效的 global.iff,sfx-pr-flame_01.RESA)并不是唯一能够容纳该资源的 IFF ,如果是这种情况,那么即使该资源已经被一个 IFF 转储到缓存中,如果另一个 IFF 随后缓存具有相同文件名的文件,该资源也会被覆盖。在这种情况下,游戏在启动时从 global.iff 加载 sfx-pr-flame_01.RESA,但 sfx_inside_001.iff 似乎被编程为将所有 RESA 文件转储到缓存中,因此如果我们放置不同的 sfx-pr-flame_01 sfx_inside_001.iff 中的 .RESA,它将覆盖 global.iff 中的。
- RESA 文件是通常在 IFF 文件中找到的音频文件,而在 IFF 文件之外,更常见的是 WAV 扩展名。尽管使用不同的扩展名,RESA 仍然是标准 2K 音频文件。您只需使用looyh 的转换工具并将扩展名从WAV 更改为RESA 即可。我修改的每个 RESA 都是“音乐”类型(而不是“线条”),并且我必须在开始时添加 1 秒的静音才能使其正确触发。
- 许多 RESA 音效的文件名都附加下划线 (_) 和数字。示例:ball-net-hard_01.RESA、ball-net-hard_02.RESA。
- 对于大多数这些声音效果,游戏不会被编程为读取特定文件,而是读取一般类别并以系统的方式移动该类别中的文件,从 _01 条目开始并逐一移动按顺序遍历可用的整个数字序列。一旦完成所有数字,它就会循环回到 _01 并重复该序列。
- 游戏不期望某个类别内有特定数量的效果。例如,在默认的 sfx_inside_001.iff 中,有 9 个边缘释放声音。在游戏中,它们会像 rim-release_01 一样触发,然后是 02, 03, 04, 05, 06, 07, 08, 09, 01, 02, 03, 04... 等等,但是如果你删除 07, 08,和 09,那么它们将触发 01、02、03、04、05、06、01、02、03、04... 等。同样,如果您添加名为 rim-release_10.RESA 和 rim-release_11.RESA 的新文件,那么效果将触发如 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 01, 02, 03, 04... 等。换句话说,每个类别内的效果被动态读取。游戏中没有任何程序表明有 9 种边缘释放声音。
- 每个完美释放的音效(再次在 global.iff 中找到)都是其自己的音效类别,该类别中只有一个条目。例如,有 sfx-pr-flame_01.RESA,但没有 sfx-pr-flame_02.RESA。类别 sfx-pr-flame 只有条目 01,但由于这些条目是由游戏动态处理的(如上所述),因此如果我们添加名为 sfx-pr-flame_02.RESA、sfx-pr-flame_03.RESA 的文件和 sfx-pr-flame_04.RESA,它将像 sfx-pr-flame_01, 02, 03, 04, 01, 02, 03, 04, 01, 02... 等一样发挥,就像标准的场上默认值一样声音效果在 sfx_inside_001.iff 中。

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