Custom sound.

Post » Wed Jul 21, 2010 3:41 am

Looked at the cs wiki on this it is quite ambiguous and totally unhelpful.

So the question is, is there a simple way for an idiot like me to get a custom sound in game without to much trouble. Just want to add a custom scream to a container so that when it is opened the sound plays.

Been beating myself up trying, so I come hat in hand for an answer.....and hopefully a reasonable solution.

Thanks in advance.

Buddah
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sam westover
 
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Post » Wed Jul 21, 2010 12:43 pm

Looked at the cs wiki on this it is quite ambiguous and totally unhelpful.

So the question is, is there a simple way for an idiot like me to get a custom sound in game without to much trouble. Just want to add a custom scream to a container so that when it is opened the sound plays.

Been beating myself up trying, so I come hat in hand for an answer.....and hopefully a reasonable solution.

Thanks in advance.

Buddah

As long as your sound is in the .wav format, it should be quite easy to assign it to your container. Just place the sound file somewhere in your Oblivion Sound folder (located in your Oblivion/Data folder) and then select that as the opening sound in the CS. If you haven't unpacked your Oblivion-Sounds.BSA, just make a new folder named Sound in your Oblivion/Data folder and put the sound in there.
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DAVId Bryant
 
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Post » Wed Jul 21, 2010 10:09 am

Well, this brings up an interesting idea - a Soul Trap Chest. Rig a few NPCs to check the chest, they get svcked into it and turned into Soul Gems. That'd be great :D
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Nicole Kraus
 
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Post » Wed Jul 21, 2010 6:22 pm

Does that mean I could set the sound (a song) to play after activating an object and therefore create a sort of radio?
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kelly thomson
 
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Post » Wed Jul 21, 2010 6:05 pm

Does that mean I could set the sound (a song) to play after activating an object and therefore create a sort of radio?

You could place the song in your sounds folder and script the object to play it when activated. Something like:

scn ScriptNameHereBegin OnActivate PlayerPlaysound NameOfFileHereend


You could also do a variation on it using DoOnce, like:

scn ScriptNameHereshort doonceBegin OnActivate Player If DoOnce == 0  Playsound Song1Here  set DoOnce to 1 Elseif DoOnce == 1  Playsound Song2Here  set DoOnce to 2 Elseif DoOnce == 2  Playsound Song3Here  set DoOnce to 3 Elseif DoOnce == 3  Playsound Song4Here  set DoOnce to 0 EndifEnd


That would allow you to play four different songs in sequence.
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SHAWNNA-KAY
 
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Post » Wed Jul 21, 2010 3:02 pm

Thank you Vyper. I was making a calm country home and wanted to add some fitting music to it.
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Vickytoria Vasquez
 
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Post » Wed Jul 21, 2010 6:35 am

As long as your sound is in the .wav format, it should be quite easy to assign it to your container. Just place the sound file somewhere in your Oblivion Sound folder (located in your Oblivion/Data folder) and then select that as the opening sound in the CS. If you haven't unpacked your Oblivion-Sounds.BSA, just make a new folder named Sound in your Oblivion/Data folder and put the sound in there.


..alias, Dr. Frankenstein, huh? :D
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Andrew
 
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Post » Wed Jul 21, 2010 3:11 pm

Thank you Vyper. I was making a calm country home and wanted to add some fitting music to it.


Your welcome. :D A country home, eh? Sounds interesting.

..alias, Dr. Frankenstein, huh? :D


:ooo: You weren't supposed to tell everyone that. :shakehead: Now my secret is out. *runs off to hide from the pitchfork wielding masses* :bolt:
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vicki kitterman
 
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