Noisy Pants Posted February 6, 2020 Share Posted February 6, 2020 Me and my friend have a base that we shoot it out on blood moons, during that time we are allies and this sound constantly loops from 22:00 to 4:00 non stop that drives us insane. It happens I assume every time he damages my base, so I went in the sound xml to look for the demon only to be miffed by all the sounds in there; I'm not really sure which one it could be. I would be tremendously grateful for help in sending this demon back to hell to annoy the condemned souls there. Link to comment Share on other sites More sharing options...
Noisy Pants Posted February 6, 2020 Author Share Posted February 6, 2020 This may be it, does my xml look correct? <config> <remove xpath="/Sounds/SoundDataNode[@name='keystone_build_warning']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/> <remove xpath="/Sounds/SoundDataNode[@name='keystone_destroyed']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/> <remove xpath="/Sounds/SoundDataNode[@name='keystone_build_overlay']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.05']"/> </config> Link to comment Share on other sites More sharing options...
Noisy Pants Posted February 7, 2020 Author Share Posted February 7, 2020 This may be it, does my xml look correct? <config> <remove xpath="/Sounds/SoundDataNode[@name='keystone_build_warning']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/> <remove xpath="/Sounds/SoundDataNode[@name='keystone_destroyed']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/> <remove xpath="/Sounds/SoundDataNode[@name='keystone_build_overlay']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.05']"/> </config> nope, the sound is still there Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 7, 2020 Share Posted February 7, 2020 Try this .... you can remove a whole node by just specifying the name of the node. <remove xpath="/Sounds/SoundDataNode[@name='keystone_impact_overlay']"/> Best way to check any code you have done is to just simply create a new save to check ... it don't take long on a new save name. In my case i started a new world .... and then navigated to "C:\Users\Ragsy\AppData\Roaming\7DaysToDie\Saves\Navezgane\TESTVEHICLES44\ConfigsDump" opened up the sounds.xml in notepad ++ and looked to see wether the xpath applied. You will see a message similar to this <!--Element removed by: "Guppycur's Vehicle Madness MODLET A18 " (XPath: "/Sounds/SoundDataNode[@name=keystone_impact_overlay]")--> I used that modlet as it has new sounds added already for my test run. Hope this helps Ragsy !! Link to comment Share on other sites More sharing options...
Life_For_Dead Posted February 8, 2020 Share Posted February 8, 2020 In sounds.xml, you can just delete all sound you don't want __ <SoundDataNode __ to __ </SoundDataNode> & if you got error in console something like "missing sound", just replace the sound by this <AudioClip ClipName="Sounds/Misc/missingitemtorepair"/> But it's useless if you play on server or make a mod to do that because need to make the change on server side... Link to comment Share on other sites More sharing options...
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