Amb sound files and relative file path

Steph

Multi Many Tasks man
Retired Moderator
Joined
Sep 1, 2002
Messages
18,162
Location
Pont de l'Arn, FRANCE
The other day, someone mentioned that amb files can't be used in relative file path.

I just tried that for my British spitfire, and then tested it in debug mod to bombard and infantry unit. I cna hear the engien noise, and the gun noise. So it seems it works.

RUN=..\Fighter\FighterRun.wav
ATTACK1=..\Fighter\FighterAttack.amb
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Fighter\FighterDeath.wav
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=..\Fighter\FighterAttack.amb


Does anyone have more info about this topic?
 
Me too. Moi aussi. Ik ook. (10 characters)
 
I use them too. But they work well only, if the unit animation using the amb.file has exactly the same amount of frames as the original unit animation. It also might cause unexpected issues if the animation speeds aren't identical (in both flc-file and in the ini-file).
 
Ah yes, that horrible sound does happen to me too. I use Ribnsroch's Early Spearman with .amb files, and boy does it sound weird. His animations are really slow (what that means in terms of frames I have no clue), so it sounds like he's banging swords on pots and pans when he fights!
 
I believe it is used to sync the unit animations with the sounds. Especially attack animation can end in the middle of the attack, if the other unit dies. I think that the amb-file cuts the sounds, when animation stops playing. I think it also enables the correct sounds to be played at correct moment.
 
I don't think there's a conventional way, but I guess getting an original .amb file and adding .wavs that have the same name as those associated with the .amb might work.
 
Top Bottom