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CraigTBoone
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FO3 gun reload sounds not respecting Rapid Reload

I've only tested the Gauss Cannnon and The Terriable Shotgun, and their reload sounds don't respect Rapid Reload.

Using 1.41A with 1.4 FONV Steam with 1.7 Fallout 3 GFWL.

Category: 

Bug report

Component: 

Sounds and Music

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.0

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Reporter: 

CraigTBoone

Created: 

Thu, 01/31/2013 - 16:28

Updated: 

Sun, 12/22/2013 - 23:01
Edited by: JaxFirehart on 12/22/2013 - 23:01
JaxFirehart
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I'm actually surprised nobody

I'm actually surprised nobody mentioned this sooner. The way reload sounds are played changed between FO3 and FNV, I need to analyze exactly what changed so I can update it for any FO3 weapon.

JaxFirehart
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Status: Unverified » Verified
CraigTBoone
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JaxFirehart wrote:

JaxFirehart wrote:

I'm actually surprised nobody mentioned this sooner. The way reload sounds are played changed between FO3 and FNV, I need to analyze exactly what changed so I can update it for any FO3 weapon.

I've known about it for a while, since my last playthrough. Only recently did it start to bother me when I got The Terriable Shotgun. I will also analize the reload sounds between FONV and FO3 and let you know what I come up with.

EDIT: I don't see anything different. They're both .WAV files, they're both 512Kbps constant, they're both mono and they're both 32Khz.

I think there's a check for the perk inside the reload script that plays it at 125% speed if you have the perk.

CraigTBoone
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Here's a quick fix I did for

Here's a quick fix I did for The Terriable Shotgun. You shouldn't use this unless you have or plan to get the Rapid Reload perk.

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JaxFirehart
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What did you do to fix it?

What did you do to fix it?

CraigTBoone
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JaxFirehart wrote:

JaxFirehart wrote:

What did you do to fix it?

I cut out some white noise to match the timing of the sped-up animation. Obviously not a proper solution, since it will only sync when you have the Rapid Reload perk.

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OK I tore this apart. The

OK I tore this apart. The problem is located in the reload animation itself. The reload sound needs to be broken down into individual sounds and the animation needs to be told to played individual sounds at specific times, instead of all at once. Editing animations goes beyond my abilities, though I SHOULD be able to rip the sound into its components.

JaxFirehart
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Fixed in commit 67

Fixed in commit 67

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Issue changes: 

Status: Verified » Closed (merged)
Issue summary: Old » New
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