INFO: sounds.xc
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BLACKWOT › Forums › Stats & Other Mods for World of Tanks › XVM: eXtended Visualization Mod › Everything XVM › XVM .xc files › INFO: sounds.xc
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07.05.2016 at 10:03 #109819ORTMember
(Due to the lack of an official wiki and thorough public documentation of the XVM mod, this is an attempt to publish the ins and outs of XVM and cover all of the .xc files. This is intended to be a live document. Everytime there are changes to XVM, the finalized changes will be incorporated in the document. Additions/comments/corrections to the information here are welcome. If you have any comment, or noticed anything missing or needing more clarification, or anything that is wrong, please post a comment.)
sounds.xc is the config file where you can add your custom sounds, e.g., gun reloaded, gun intuition, enemy sighted for team, etc. Sounds can be enabled or disbaled. It is enabled by default.
By default, XVM installs the sound bank xvm.bnk in res_mods/0.x.xx/audioww. xvm.bnk includes sounds for sixth sense, sixth sense (Rudy), enemy sighted, fire alert, and ammo bay damage alert.
Default sounds.xc config file explained:
/**
* Extra sounds settings.
* http://www.koreanrandom.com/forum/topic/18955-
*/
{
“sounds”: {
“enabled”: true, <<<< this is where you can disable the XVM sounds, set “enabled”: false.// List of extra banks to load from folder res_mods/X.Y.Z/audioww.
// Use semicolon for multiple values: “bank1.bnk; bank2.bnk;…”
“soundBanks”: {
“hangar”: “xvm.bnk;”,
“battle”: “xvm.bnk” <<<< this is where you tell XVM what sound banks to load.
},// Enable sound events logging in the xvm.log
“logSoundEvents”: false, <<<< when set to true, this can be helpful when debugging.
// Sound events remapping <<<< this is where you tell XVM which sound bank to use for a specified event.
“soundMapping”: {
// Event mapping
//”originalEventName”: “newEventName”
// To disable sound event use empty string for value
//”originalEventName”: “”
//
// Disable original sixth sense light bulb sound event
“lightbulb”: “”, <<<< original sixth sense is disabled by default. XVM sixth sense sound is used.
// Disable original enemy detection event
//”enemy_sighted_for_team”: “”,
//
// Disable original fire sound event
//”vo_fire_started”: “”,
// Disable original ammo bay damaged event
//”vo_ammo_bay_damaged”: “”,
//
// 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”: “”,
//”xvm_enemySighted”: “enemySighted”,
// Fire alert
“xvm_fireAlert”: “fireAlert”,
// Damage ammoBay
“xvm_ammoBay”: “ammoBay”
}
}
}
A tutorial on how to implement sound mods through XVM can be found at <a href="/index.php?/topic/497-implementing-sound-mods-in-xvm-a-short-tutorial/” rel=””>https://www.blackwot.com/index.php?/topic/497-implementing-sound-mods-in-xvm-a-short-tutorial/ -
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