Staredit Network > Forums > Modding Assistance > Topic: adding sound slots?
adding sound slots?
Jan 11 2009, 1:54 pm
By: Lunes Madness  

Jan 11 2009, 1:54 pm Lunes Madness Post #1



is there a way to add sound slots in sfxdata.dat or ill just to accept the fact that i only have 1143 sound slots to mess with



None.

Jan 11 2009, 4:08 pm Angle Lock Post #2



you can't add sounds, cause sound entries are all stored in sound.dat



None.

Jan 11 2009, 11:32 pm Lunes Madness Post #3



aww :( so ill just replace the pissed sound slots with what sounds and place all bldg sounds one sound slot(or let them placed in misc\button.wav slot)

speaking of sound files i look at stadat.mpq and im just surprised that there are a lot of sound files (and an extra bald eyepatched portrait!) that are unused in the actual game. i wonder what if blizzard has made a way of implementing this unused stuff(like afterburners, raiders, gunships etc) in SC? (assuming that the gameplay is balanced)



None.

Jan 12 2009, 2:47 am Angle Lock Post #4



just a hint for you if you need sound slots...

all the talkings in the official campaigns... you can replace them totally :)



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Jan 12 2009, 3:55 am Syphon Post #5



Sounds in a mod? Unless you're making a campaign, it's a safe bet that the people playing it will be listening to music, so though a nice touch, it's usually unoticed.



None.

Jan 12 2009, 9:38 pm Symmetry Post #6

Dungeon Master

Quote from Syphon
Sounds in a mod? Unless you're making a campaign, it's a safe bet that the people playing it will be listening to music, so though a nice touch, it's usually unoticed.

I disagree. Hercanic did sounds very well in STF, so they have potential to be effective.



:voy: :jaff: :voy: :jaff:

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