I'm trying to add a announcer voice(Round, Fight e K.O.) to my mugen, but i have no clue on how to do this and haven't found any tutorial about this, can you guys help me on that? i already have the voices, i just want to know how tu put it.Edit: forgot to say that i'm using ikemen, moved the topic to ikemen section
Odb718 said, October 18, 2015, 02:56:51 amDid you figure it out? The topic is using the solved icon. It doesn't seem like you got an answerOh my bad, i was thinking nobody would reply to that, i still need the answer.
The announcer voices are controlled by two files, your lifebar's .def and .snd. Check mugen's default lifebars, they have some semi-informative annotations that may help you.
If you're unaware on how to create or edit .snd files, you can use Fighter Factory 3 for that.EDIT: Eh, Ikemen? I'd imagine it still uses .snd files for the fight.snd. not too sure about .def files though.
vgma2 said, October 18, 2015, 10:13:24 amIf you're unaware on how to create or edit .snd files, you can use Fighter Factory 3 for that.i'm already using FF, but i don't know how to place correctly the wavs, i already find the place for "ready" and "fight" announcer, i want to put power bar sounds, time over, draw and other sounds, i have no clue on what should i do.
I can't say I'm familiar with the format for Ikemen's fight.def, worst case scenario is that it's code is contained in a funky new file type and doesn't look anything like Mugen's fight.def.If it's structured the same way as a regular fight.def, then things will be easy.For all lifebar sounds, you can modify which sound to play in their fight.defFor powerbar sounds, you'll need to look at the Powerbar sectionSpoiler, click to toggle visibiltyQuote;-----------------------------------------------------------[Powerbar];Player 1p1.pos = 140,22p1.bg0.anim = 40p1.bg1.spr = 41,0;p1.mid.spr = 42,0p1.front.spr = 43,0p1.range.x = 0,-107p1.counter.offset = -108,6p1.counter.font = 1,0, 0;Player 2p2.pos = 178,22p2.bg0.anim = 40p2.bg0.facing = -1p2.bg1.spr = 41,0p2.bg1.facing = -1;p2.mid.spr = 42,0;p2.mid.facing = -1p2.front.spr = 43,0p2.front.facing = -1p2.range.x = 0,107p2.counter.offset = 109,6p2.counter.font = 1,0, 0; --level sounds---level1.snd = 21,0level2.snd = 21,0level3.snd = 21,0;(And you add more if needed.)The other sounds can be found through the Round section.Spoiler, click to toggle visibiltyQuote;-----------------------------------------------------------[Round]match.wins = 2 ;Rounds needed to win a matchmatch.maxdrawgames = 1 ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*start.waittime = 30 ;Time to wait before starting intro; Default position for all componentspos = 0,0; ROUND Xround.time = 0 ;Time to show round displayround.default.offset = 160, 100; Default component to show for each round. Text can include a %i to; the round number. Use "round.default.anim" for animation instead of; text.round.default.font = 1,0, 0round.default.text = Round %iround.default.displaytime = 60; Sounds to play for each round (optional, specify up to round 9)round1.snd = 0,1round2.snd = 0,2round3.snd = 0,3round.sndtime = 0 ;Time to play the sounds; Components to show for each round (optional, specify up to round 9); Uncomment to use;round1.offset = 160, 100;round1.anim = ; FIGHTfight.time = 0 ;Time to show FIGHT componentfight.offset = 160, 110 ;Component for FIGHT displayfight.anim = 80 ;.fight.snd = 1,0 ;Sound to playfight.sndtime = 0 ;Time to play soundctrl.time = 30 ;Time players get control after "Fight"; KOKO.time = 0 ;Time to show KO componentKO.offset = 160, 70 ;Component for KO displayKO.anim = 200 ;.KO.snd = 2,0 ;Sound to play for KO announcement; Double KODKO.offset = 160, 70DKO.font = 1,5DKO.text = Double K.O.DKO.displaytime = 60DKO.snd = 2,1; Time OverTO.offset = 160, 70TO.font = 1,5TO.text = Time OverTO.displaytime = 60TO.snd = 2,2
Wow, you just saved the day! little things like this motivate me so much to keep learning mugen, thanks man.But haven't be able to found the lines for cursor sounds and draw game, it's in another file?
Sounds for draw game do not exist and must be coded within the characters themselves.Cursor sounds can be found in various parts of the system.def, but I recall Ikemen's system.def looking radically different.So if the system.def looks nothing like this, I can't help you.Spoiler, click to toggle visibiltyQuote;-------------------------------------------------------------------;Title screen definition[Title Info]fadein.time = 10fadeout.time = 10menu.pos = 159,158menu.item.font = 3,0,0menu.item.active.font = 3,5,0menu.item.spacing = 0, 13; Names for each of the items in the menu. Names must be in quotes.; Use "" to disable an item. If all are disabled, goes straight to demo mode; (hold Esc to quit demos).menu.itemname.arcade = "ARCADE"menu.itemname.versus = "VS MODE"menu.itemname.teamarcade = "TEAM ARCADE"menu.itemname.teamversus = "TEAM VS"menu.itemname.teamcoop = "TEAM CO-OP"menu.itemname.survival = "SURVIVAL"menu.itemname.survivalcoop = "SURVIVAL CO-OP"menu.itemname.training = "TRAINING"menu.itemname.watch = "WATCH"menu.itemname.options = "OPTIONS"menu.itemname.exit = "EXIT"; These parameters define the window in which the items are visible; in.menu.window.margins.y = 12, 8menu.window.visibleitems = 5menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor displaymenu.boxcursor.coords = -58,-10,57,2; These are the sounds for cursor movementcursor.move.snd = 100,0cursor.done.snd = 100,1cancel.snd = 100,2Spoiler, click to toggle visibiltyQuote;-------------------------------------------------------------------;Character select definition[Select Info]fadein.time = 10fadeout.time = 10; *** NOTICE ***; Are you trying to add more rows or columns?; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.; You can also edit mugen.cfg to select the "big" motif.rows = 2columns = 5wrapping = 0 ;1 to let cursor wrap aroundpos = 90,170 ;Position to draw toshowemptyboxes = 0 ;1 to show empty boxesmoveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxescell.size = 27,27 ;x,y size of each cell (in pixels)cell.spacing = 2 ;Space between each cellcell.bg.spr = 150,0 ;Note: Don't use animation for cellscell.random.spr = 151,0 ;Icon for random select (don't use animation)cell.random.switchtime = 4;Time to wait before changing to another random portraitp1.cursor.startcell = 0,0p1.cursor.active.spr = 160,0p1.cursor.done.spr = 161,0p1.cursor.move.snd = 100,0p1.cursor.done.snd = 100,1p1.random.move.snd = 100,0p2.cursor.startcell = 0,4p2.cursor.active.spr = 170,0p2.cursor.done.spr = 171,0p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1'sp2.cursor.move.snd = 100,0p2.cursor.done.snd = 100,1p2.random.move.snd = 100,0random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedlystage.move.snd = 100,0stage.done.snd = 100,1cancel.snd = 100,2Spoiler, click to toggle visibiltyQuote;-------------------------------------------------------------------;Options screen definition[Option Info]cursor.move.snd = 100,0cursor.done.snd = 100,1cancel.snd = 100,2
I didn't found those lines, but i'll try those falues, hope it works. EDIT: Worked like a charm, thank you again!