Closed RadonSound closed 2 years ago
Did you tried codes from p.3 of https://wiki.warthunder.com/Sound_modifications
Im not Uchuujin01, but Im interesting too =)
Did you tried codes from p.3 of https://wiki.warthunder.com/Sound_modifications
Im not Uchuujin01, but Im interesting too =)
Oh, this looks interesting. I will try it later . (if thats the solution, then all i can say is dumb me for not reading further..) Thanks for replying)
Hello everyone ) Thanks for the tip, @OXEPU3M
Hello Mr. Uchuujin01
I have now started with updating my project to the current version (it's still from the Red Skies version so yeah).
I already noticed ingame that many auto-firing cannons are gone for a long time now.
I presume it's from this changelog "This update got the new automatic weapon sound system, and new automatic weapon sound events, for all in-game vehicles. In a nutshell, it is a kind of loop mode, but with an element of a granular synthesis." Direct Hit
The Issue now is, i can't get any sounds i always used, working with this.
This is what i always used in the past (for the 40mm_l70_bofors_ai).
This is what the yellow event contains
And now the same track looks like this.
First, i tried like the old version with the yellow events but this doesn't work (sound is muted). Then i tried to use the multi instrument that is usally inside the yellow event, in the new loop event. but the sound is played at the wrong rate. even after apply the same settings to it like the other multi instruments.
I use loop on the MG's and some fast firing guns like the 23mm_2a7. but is there any way to kinda return to oneshot on some events? Or make longer tracks (in seconds) work in the new events?
Thank you.