NPC Audio Update

Discussion in 'Suggestions' started by Dampback, Aug 31, 2021.

  1. Dampback

    Dampback Ensign

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    is there a way to update some of the obnoxious trader noises? They all sound like what sci fi was considered in 1955. I'm pretty sure we are past the point of "the future robots being distorted noises"

    Hanging out at any trader has got to be the most annoying thing in the game. There is no way to control the volume of these noises without adjusting the volume of the entire game. And those weird distorted noises are twice as loud as anything happening in the game so they kinda stand out.
     
    #1
  2. Kassonnade

    Kassonnade Rear Admiral

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    There *might be* one line that can be edited to at least make the delay between noises much, much longer, as to virtually make them inexistent. Look in the EClassConfig.ecf with the keyword "trader" and you should get to a block around lines 3280 that looks like this :

    ##========================================
    ## NPC TRADERS (model variants)
    ##========================================


    Then some lines below you can see this :

    /* Sound settings */
    SfxRandomTime: 150.0 # less frequent than other NPCs
    SfxRandom: Enemies/Trader/Trader_SfxRandom


    I think you can try cranking the SfxRandomTime to a much higher value and see what happens. I did not test this, but if it works then you can "silence" the trader with maybe only one random sound once in a very long while.

    An alternative : simply replace the sound file played with another one (search them with keyword " sfx "). On the second line from up here, as an example :

    SfxRandom: Enemies/Trader/Trader_SfxRandom

    Just replace the part after the ":" with the path to any sound you like, for example :

    SfxRandom: Enemies/PlantMonster/PlantMonster_SfxAttack

    Hehe...

    .
     
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    Last edited: Aug 31, 2021

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