Implementing sound mods in XVM – a short tutorial

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BLACKWOT Forums Stats & Other Mods for World of Tanks XVM: eXtended Visualization Mod Everything XVM XVM Tutorials Implementing sound mods in XVM – a short tutorial

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    This tutorial assumes you already have an existing sound bank (.bnk) you want to use.
     
    The XVM file that controls sounds is “sounds.xc“. The sound bank (.bnk) you want to use should be placed in res_mods/0.x.xx/audioww.
     
    Example: We want to use sound bank/mod when your gun is reloaded.
     
     
    In sounds.xc…
     
    Step 1. We have to tell XVM to load the sound bank (in this example, “SM_gun_reloaded.bnk“):
     
    “soundBanks”: {
        …
        “battle”: “xvm.bnk; SM_gun_reloaded.bnk”  
    <<<< By default, “xvm.bnk” is installed with XVM.
    },
     
    Step 2. We have to tell XVM which event the sound mod is to be used for, in this case for the event “gun_reloaded“.
     
    IMPT NOTE: The sound bank cannot be named exactly as the event name, e.g., “gun_reloaded”: “gun_reloaded” will not work.
     
    “soundMapping”: {
        // Event mapping
        //”originalEventName”: “newEventName”
        // To disable sound event use empty string for value
        //”originalEventName”: “”
        …
        “gun_reloaded”: “SM_gun_reloaded”,  
    <<<< event name and sound bank name without the .bnk extension.
         …
    }

    “gun_reloaded” is the event name that the game client recognizes.
    “SM_gun_reloaded” is the name of the sound bank (LESS the .bnk extension) for the “gun_reloaded” event.
     
    Step 3. Copy your “SM_gun_reloaded.bnk” sound bank in res_mods/0.x.xx/audioww
     
    Step 4. You’re done !
     
    Note that XVM has it’s own sound mods (also in sounds.xc):
         …
          // Sound events added by XVM
          //
          // Perk SixthSense
         “xvm_sixthSense”: “sixthsense”,
          // Perk SixthSense (On vehicle ?-34-85 Rudy)
          “xvm_sixthSenseRudy”: “sixthSenseRudy”,
          // Enemy detection (Use in together with disable original enemy detection event) 
          “xvm_enemySighted”: “”,      <<< “” double quotes disables the event sound.
          //”xvm_enemySighted”: “enemySighted”,    <<< // double slashes disables the line. XVM does not read this as a command.  
          // Fire alert
          “xvm_fireAlert”: “fireAlert”,
          // Damage ammoBay
          “xvm_ammoBay”: “ammoBay”
        …
     
    If you want to use your own sound for a an event sound already added by XVM, e.g., sixth sense, 
     
       “xvm_sixthSense”: “SM_sixthsense”, where “SM_sixthsense” is the sound mod you want to use. Do not forget to tell XVM to load this sound bank, see Step 1 above.
     
    Some other common events that the game client recognizes:
     
    “lightbulb”  <<<< sixth sense
    “vo_fire_started”        
    “enemy_sighted_for_team”
    “vo_ammo_bay_damaged”
    “vo_enemy_killed_by_player”
    “sight_convergence”
    “gun_intuition”
    “vo_enemy_hp_damaged_by_projectile_and_chassis_damaged_by_player”
    “vo_enemy_hp_damaged_by_projectile_and_gun_damaged_by_player” 
    “vo_enemy_no_hp_damage_at_attempt_and_chassis_damaged_by_player” 
    “vo_enemy_no_hp_damage_at_attempt_and_gun_damaged_by_player” 
    “vo_enemy_no_hp_damage_at_no_attempt_and_chassis_damaged_by_player”
    “vo_enemy_no_hp_damage_at_no_attempt_and_gun_damaged_by_player”
     
    Events can be viewed in the game’s “sound_notifications.xml”. “sound_notifications.xml” is packed inside res/packages/gui.pkg.
     
     
    Note: XVM added two events not found in the game client:
        
    // Base capture by enemy
    “base_capture_1”  <<<< this event name is implemented only by XVM. There is no “base_capture_1” event name in the game client.    
     
    // Base capture by ally
    “base_capture_2”  <<<< this event name is implemented only by XVM. There is no “base_capture_2” event name in the game client.        
        
     

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