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Missing flyer sounds / Everything else is muted [Solved]

Posted: Sat Jul 31, 2010 9:49 pm
by Marvel4
Hi, I'm trying to get the flyer sounds in my Kashyyyk: Islands conversion to work.

But everytime when there's "too much" in my .sfx file, then most of the normal sounds are muted (like weapons, explosions etc...).
In other words: It works perfect when there are few sounds in my .sfx (but not enough to get all missing sounds back), and everything else is muted when there are too much.

What can I do to fix this?

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 10:05 pm
by Teancum
No way around it unfortunately. You can bring up the console in BF2_Modtools.exe, then type MEM and press enter. If you've exceeded the sound memory pool you'll have to remove something.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 10:13 pm
by Marvel4
Sound Memory 22214656 free of 33554432
What does this mean? Should it work and the problem is somewhere else?

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 10:20 pm
by AQT
Marvel4 wrote:But everytime when there's "too much" in my .sfx file,
What configuration files are you trying to load in this case?

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 10:27 pm
by Marvel4
cis_fly_gunship, rep_fly_gunship, cis_fly_grievousfighter and rep_fly_vwing.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 11:03 pm
by AQT
Just those four? That doesn't seem like a lot, I think. What stock sound .lvl are you using? I think the problem could be that the sounds you are loading in your .sfx file are already present in whatever stock .lvl you are loading. And so only those sounds would be muted.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sat Jul 31, 2010 11:22 pm
by Marvel4
I'm using kas.lvl, but even removing the sounds which are already in there didn't help (laser beam, flak and minigun).

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 3:55 am
by Jendo7
The problem could be that your referencing the same sound twice in your.sfx, and it just depends on the correct combination that the game uses, for example; allthough I only had cw flyers in cw conquest, I also had to put sounds from gcw flyers in as well. So if I used the tie fighter in gcw, I also had to load anakin's fighter to reference the missile sounds, or if I only had the x-wing in a map, I also had to load the y-wing for it's torpedo sounds.

As you can see from a section of the stock spa2cw.req it has gcw flyers loaded as well.
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"spa2cw"
}

REQN
{
"config"
"cis_fly_grievousfighter"
"cis_fly_tridroidfighter"
"cis_fly_droidfighter"
"cis_fly_gunship"
"rep_fly_anakinfighter"
"rep_fly_arc170"
"rep_fly_vwing"
"rep_fly_gunship"
"imp_fly_tie"
"imp_fly_tiebomber"
}
}
that refernces there weapon sounds in the .sfx file:

Hidden/Spoiler:
// Proton Torpedo
#ifplatform xbox pc
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
#endifplatform ps2

// Bomb
#ifplatform xbox pc
..\..\gcw\effects\wpn_tie_bombLauncher_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_tie_bombLauncher_fire.wav wpn_tie_bombLauncher_fire -resample ps2 16000
#endifplatform ps2

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 10:38 am
by FragMe!
You shouldn't have to modify the kas.lvl sound file, you are just making an additional one to load up just the missing sounds. The in the lua you have 2 read data lines one as normal and one with a dc: to load up your sound lvl (this one is first then the normal one below it)

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 11:58 am
by Marvel4
FragMe! wrote:You shouldn't have to modify the kas.lvl sound file, you are just making an additional one to load up just the missing sounds. The in the lua you have 2 read data lines one as normal and one with a dc: to load up your sound lvl (this one is first then the normal one below it)
Yes, thats exactly what I did.

@Jendo7:
Thanks, I'll try that.
EDIT: It didn't work :(

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:13 pm
by FragMe!
After you do the munge how big is the sound lvl file?

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:21 pm
by Marvel4
FragMe! wrote:After you do the munge how big is the sound lvl file?
105 KB (includes both CW and GCW flyer sounds).

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:31 pm
by FragMe!
That sounds like a decent size, the sound file I made for the ATAP was 11 KB but there wasn't too much in it.
Out of curiousity what are you naming the sound file?
In BFmodtools log do you get any sound related errors like Already loaded in a different level kind of thing?

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:45 pm
by Deviss
Marvel4 wrote:
FragMe! wrote:After you do the munge how big is the sound lvl file?
105 KB (includes both CW and GCW flyer sounds).
problem is mix maybe you tried with cw flyers only ??

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:47 pm
by Marvel4
FragMe! wrote:That sounds like a decent size, the sound file I made for the ATAP was 11 KB but there wasn't too much in it.
Out of curiousity what are you naming the sound file?
I named it ksi.lvl
In BFmodtools log do you get any sound related errors like Already loaded in a different level kind of thing?
No, there was nothing except for some out of memory things (soundstream and soundstatic). I increased them enough, but it didn't help.

@Deviss: That can't be the problem, because I'm of course only loading the CW part in CW conquest

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 12:51 pm
by Deviss
Marvel4 wrote:@Deviss: That can't be the problem, because I'm of course only loading the CW part in CW conquest
i know but anyway i had problems with that xD, try please :) only will loose 10 min in try it :P

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 1:42 pm
by Marvel4
Ok, I tried (size was 57 KB then), but it didn't work.

I tried GCW conquest and it had the same issue.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 2:24 pm
by Jendo7
If your getting some sounds to work, and muting others post your .req, and .sfx sound files. I might be able to figure it out, or if I can't someone else might.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 2:51 pm
by Marvel4
KSI.req:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"KSIgcw"
"KSIcw"
}
}
KSIcw.req:
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"KSIcw"
}

REQN
{
"config"
"KSI"
"cis_fly_grievousfighter"
"cis_fly_tridroidfighter"
"cis_fly_droidfighter"
"cis_fly_gunship"
"rep_fly_anakinfighter"
"rep_fly_arc170"
"rep_fly_vwing"
"rep_fly_gunship"
}
}
KSIcw.sfx:
Hidden/Spoiler:
// Blue Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_drdFghtr_missile_fire.wav wpn_drdFghtr_missile_fire -resample ps2 16000
#endifplatform ps2

// Yellow Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_hailfire_missile_fire.wav wpn_hailfire_missile_fire -resample ps2 16000
#endifplatform ps2

// Proton Torpedo
#ifplatform xbox pc
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
#endifplatform ps2

// Bomb
#ifplatform xbox pc
..\..\gcw\effects\wpn_tie_bombLauncher_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_tie_bombLauncher_fire.wav wpn_tie_bombLauncher_fire -resample ps2 16000
#endifplatform ps2

// Beam Weapon Turrets
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_gunship_laser_fire.wav wpn_gunship_laser_fire -resample ps2 11025
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample ps2 8000
#endifplatform ps2

// Scout Lasers
#ifplatform xbox pc
..\..\cw\effects\wpn_jediStrftr_blaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_jediStrftr_blaster_fire.wav wpn_jediStrftr_blaster_fire -resample ps2 16000
#endifplatform ps2

// Recoilless
#ifplatform xbox pc
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
#endifplatform ps2


// Turret and Vehicle Chaingun
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
..\..\global\effects\chain_wind_lp.WAV wpn_chaingun_spin -resample ps2 11025 xbox 22050 pc 22050

// Shock Gun
..\..\global\effects\rcflak.wav -resample ps2 14000 xbox 22050 pc 22050

//-----------------------------------------------------------------------------------------

// Global Engines------------------------------------------------------------------------


// Generic Shift Up
..\..\global\effects\veh_generic_accel_01.wav shift_up -resample ps2 11025 xbox 22050 pc 22050
// Generic Damage Chop
..\..\global\effects\eng_chop_a_loop.wav -resample ps2 11025 xbox 22050 pc 22050

// Soft Startup
..\..\global\effects\eng_genericStartup_01.wav startup_soft -resample ps2 11025 xbox 22050 pc 22050

// Hard Startup
..\..\global\effects\eng_genericStartup_02.wav startup_hard -alias ps2 startup_soft -resample xbox 22050 pc 22050

// Soft Shutdown
..\..\global\effects\eng_genericShutdown_01.wav shutdown_soft -resample ps2 11025 xbox 22050 pc 22050
// Hard Shutdown
..\..\global\effects\eng_genericShutdown_02.wav shutdown_hard -alias ps2 shutdown_soft -resample xbox 22050 pc 22050


// Airbrakes
..\..\global\effects\sfx_pod_airbrakes_off.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_on.wav -resample ps2 11025 xbox 22050 pc 22050

// R2 Common to Xwing Ywing Vwing AnakinFighter Jedifighter Naboostarfighter -------------------------------------------------------------
..\..\global\effects\droid_r2_chatter_01.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -alias ps2 droid_r2_chatter_01 -resample xbox 22050 pc 22050
..\..\global\effects\Ifc_LowShield03.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\Ifc_LowHealth02.wav -alias ps2 Ifc_LowShield03 -resample xbox 22050 pc 22050
..\..\global\effects\droid_r2_damage.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\droid_r2_death.wav -alias ps2 droid_r2_damage -resample xbox 22050 pc 22050

#ifplatform xbox pc
//Heavy Shiftup
..\..\global\effects\sfx_pod_ani_shift1.wav -resample ps2 16000 xbox 22050 pc 22050
// Race Car Shift Down
//..\..\global\effects\sfx_pod_ani_shift5.wav -resample ps2 16000 xbox 22050 pc 22050
// Ignition Start
..\..\global\effects\sfx_pod_ani_thrusters_a.wav thrusters_boost -resample ps2 16000 xbox 22050 pc 22050
// Clunk Ignition Start
//..\..\global\effects\sfx_pod_ani_thrusters_b.wav loop_boost -resample ps2 16000 xbox 22050 pc 22050

// Soft Shiftup
//..\..\global\effects\sfx_pod_slide_up.wav -resample ps2 16000 xbox 22050 pc 22050
// Soft Shiftdown
//..\..\global\effects\sfx_pod_slide_down.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_pod_ani_shift3.wav race_roll01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_pod_ani_shift4.wav race_roll02 -resample ps2 16000 xbox 22050 pc 22050
// Start
//..\..\global\effects\sfx_start_beep.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_start_game.wav -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc








// Jedifighter, AnakinFighter-----------------------------------------------------------------------------------------
..\..\global\effects\veh_jsf_accel_01.wav jedifighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_jsf_shpRll_01.wav jedifighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_jsf_deccel_01.wav jedifighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_jediStrftr_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\cw\effects\wpn_jediStrftr_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\cw\effects\eng_jediStarfighter_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_jediStarfighter_mid_lp.wav -resample xbox 22050 pc 22050
//..\..\cw\effects\eng_jediStarfighter_hi_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_jediStrftr_blaster_fire.wav wpn_jediStrftr_blaster_fire -resample ps2 16000
//..\..\cw\effects\wp2_jediStrftr_missile_fire.wav wpn_jediStrftr_missile_fire -resample ps2 16000
//..\..\cw\effects\eP2_jediStarfighter_low_lp.wav eng_jediStarfighter_low_lp -resample ps2 3000
..\..\cw\effects\eP2_jediStarfighter_mid_lp.wav eng_jediStarfighter_mid_lp -resample ps2 22050
//..\..\cw\effects\eP2_jediStarfighter_hi_lp.wav eng_jediStarfighter_hi_lp -resample ps2 20000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------

// CIS Droidfighter ---------------------------------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_drdFghtr_blaster_fire.wav wpn_drdFghtr_blaster_fire -resample ps2 16000
..\..\cw\effects\eP2_droidStarfighter_low_lp.wav eng_droidStarfighter_low_lp -resample ps2 3000
..\..\cw\effects\eP2_droidStarfighter_mid_lp.wav eng_droidStarfighter_mid_lp -resample ps2 6000
..\..\cw\effects\eP2_droidStarfighter_hi_lp.wav eng_droidStarfighter_hi_lp -resample ps2 12000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------

// TriDroidfighter----------------------------------------------------------------------------------------------------
..\..\global\effects\veh_tri_accel_01.wav tridroid_shift_up -alias ps2 droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_tri_shpRll_01.wav tridroid_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_triFighter_low_lp.wav -resample ps2 2000 xbox 5000 pc 8000
..\..\cw\effects\eng_triFighter_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_triFighter_hi_lp.wav -resample ps2 11025 xbox 16000 pc 22050
..\..\global\effects\veh_tri_deccel_01.wav tridroid_shift_down -resample ps2 16000 xbox 22050 pc 22050
//------------------------------------------------------------------------------------------------------------------

// Arc170 ----------------------------------------------------------------------------------------------
..\..\cw\effects\eng_Arc170_hi_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_Arc170_low_lp.wav -resample ps2 2000 xbox 4000 pc 22050
..\..\cw\effects\eng_Arc170_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
//..\..\cw\effects\wpn_arc_fire_02.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\cw\effects\wpn_arc_torpedo.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_accel_01.wav Arc170_shift_up -alias ps2 jedifighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_shpRll_01.wav Arc170_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_deccel_01.wav Arc170_shift_down -alias ps2 jedifighter_shift_down -resample xbox 22050 pc 22050

// ---------------------------------------------------------------------------------------------------------------

// Vwing Grievousfighter----------------------------------------------------------------------------------------------
..\..\cw\effects\eng_v-wing_hi_lp.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_v-wing_low_lp.wav -resample ps2 2000 xbox 8000 pc 16000
..\..\cw\effects\eng_v-wing_mid_lp.wav -resample ps2 18000 xbox 18000 pc 22050
//..\..\cw\effects\wpn_vwing_fire_01.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\cw\effects\wpn_vwing_torpedo.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_vwing_accel_01.wav vwing_shift_up -alias ps2 droidfighter_shift_down -resample xbox 22050 pc 22050
..\..\global\effects\veh_vwing_shpRll_01.wav vwing_roll -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\veh_cisBombr_accel_01.wav grievous_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_ShpRll_01.wav grievous_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_vwing_deccel_01.wav vwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_deccel_01.wav grievous_shift_down -resample ps2 16000 xbox 22050 pc 22050
// ---------------------------------------------------------------------------------------------------------------


// Gunship -------------------------------------------------------------------------------------------------
..\..\cw\effects\eng_takeoff_gunship02.wav -resample ps2 16000 xbox 16000 pc 44100
..\..\cw\effects\eng_takeoff_gunship01.wav -alias ps2 eng_takeoff_gunship02 -resample xbox 22050 pc 44100
..\..\cw\effects\R_LAAT_land01.WAV -resample ps2 16000 xbox 16000 pc 44100
#ifplatform xbox pc
//..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\cw\effects\wpn_gunship_rocket_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_repGunship_hi_lp.wav -resample xbox 22050 pc 22050
..\..\cw\effects\eng_repGunship_low_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_repGunship_mid_lp.wav -resample xbox 16000 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_gunship_blaster_fire.wav wpn_gunship_blaster_fire -resample ps2 16000
//..\..\cw\effects\wp2_gunship_rocket_fire.wav wpn_gunship_rocket_fire -resample ps2 16000
..\..\cw\effects\eP2_repGunship_hi_lp.wav eng_repGunship_hi_lp -resample ps2 16000
..\..\cw\effects\eP2_repGunship_low_lp.wav eng_repGunship_low_lp -resample ps2 3000
..\..\cw\effects\eP2_repGunship_mid_lp.wav eng_repGunship_mid_lp -resample ps2 6000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------


// CW Era Flyer Sounds requiring CW Flyers for aliasing
// Soft Shiftup
..\..\global\effects\sfx_pod_slide_up.wav soft_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
// Soft Shiftdown
..\..\global\effects\sfx_pod_slide_down.wav soft_shift_down -alias ps2 vwing_roll -resample xbox 22050 pc 22050


#ifplatform pc
..\..\global\effects\veh_TriFighter_by_01.wav tri_flyby -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_startup_light_01.wav nsf_startup -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_startup_light_02.wav cis_startup -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_startup_hvy_01.wav startup_heavy -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_startup_hvy_02.wav arc170_startup -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\veh_shutdown_light_01.wav
..\..\global\effects\veh_shutdown_light_02.wav cw_powerdown -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_shutdown_hvy_01.wav heavy_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_shutdown_hvy_02.wav shutdown_heavy -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_droidFighter_by_01.wav droidfighter_by_light -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_droidFighter_by_02.wav droidfighter_by -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_arc170_by_01.wav cw_flyby -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\veh_arc170_by_02.wav
#endifplatform pc
KSI.snd:
Hidden/Spoiler:
Space()
{
Name("Default");
I3DL2ReverbPreset("noreverb");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(0.0);
RoomHFGain(0.0);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.5);
ObstructionLFRatio(1.0);
OcclusionHFGain(0.5);
OcclusionLFRatio(1.0);
}

I3DL2ReverbPreset()
{
Name("hut");
RoomGain(0.3);
RoomHFGain(0.3);
RoomRollOff(0.0);
DecayTime(1.0);
DecayHFRatio(0.4);
ERGain(0.3);
ERDelay(0.014);
ReverbGain(0.8);
ReverbDelay(0.021);
Diffusion(100.0);
Density(100.0);
HFReference(5000.0);
}

Space()
{
Name("hut");
I3DL2ReverbPreset("hut");
DirectGain(1.0);
DirectHFGain(1.0);
RoomGain(0.6);
RoomHFGain(0.6);
RoomRollOffFactor(1.0);
ObstructionHFGain(0.4);
ObstructionLFRatio(0.0);
OcclusionHFGain(0.4);
OcclusionLFRatio(0.0);
}

// Start R2 R4 Sounds ----------------------------------------


SoundProperties()
{
Name("r2_turn_on");
Group("ambientenv");
Inherit("ambientemt_static_template");
Looping(0);
MinDistance(20.0);
MaxDistance(50.0);
MuteDistance(50.0);
RollOff(1.0);
SampleList()
{
Sample("droid_r2_chatter_01", 1.0);
}
}

SoundProperties()
{
Name("r2_turn_off");
Group("ambientenv");
Inherit("ambientemt_static_template");
Looping(0);
MinDistance(20.0);
MaxDistance(50.0);
MuteDistance(50.0);
RollOff(1.0);
SampleList()
{
Sample("Ifc_LowHealth02", 1.0);
}
}

SoundProperties()
{
Name("r2_take_off");
Group("ambientenv");
Inherit("ambientemt_static_template");
Looping(0);
MinDistance(20.0);
MaxDistance(50.0);
MuteDistance(50.0);
RollOff(1.0);
SampleList()
{
Sample("Ifc_LowShield03", 1.0);

}
}

SoundProperties()
{
Name("r2_land");
Group("ambientenv");
Inherit("ambientemt_static_template");
Looping(0);
MinDistance(20.0);
MaxDistance(50.0);
MuteDistance(50.0);
RollOff(1.0);
SampleList()
{
Sample("droid_r2_chatter_02", 1.0);

}
}

SoundProperties()
{
Name("r2_damage");
Group("ambientenv");
Inherit("ambientemt_static_template");
Looping(0);
MinDistance(20.0);
MaxDistance(50.0);
MuteDistance(50.0);
RollOff(1.0);
PlayInterval(0.5);
SampleList()
{
Sample("droid_r2_damage", 0.7);
Sample("droid_r2_death", 0.3);
}
}

// ----- End R2 R4 Vehicle Repair Droid ------------------------------------
Ingame, all the sounds in my .sfx work, but all the sounds from kas.lvl (except streams and music, which always work) are muted.

Re: Try to get flyer sounds to work but everything else is m

Posted: Sun Aug 01, 2010 3:20 pm
by Jendo7
Try taking the following out of your KSIcw.sfx.
Hidden/Spoiler:
[code]// R2 Common to Xwing Ywing Vwing AnakinFighter Jedifighter Naboostarfighter -------------------------------------------------------------
..\..\global\effects\droid_r2_chatter_01.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -alias ps2 droid_r2_chatter_01 -resample xbox 22050 pc 22050
..\..\global\effects\Ifc_LowShield03.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\Ifc_LowHealth02.wav -alias ps2 Ifc_LowShield03 -resample xbox 22050 pc 22050
..\..\global\effects\droid_r2_damage.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\droid_r2_death.wav -alias ps2 droid_r2_damage -resample xbox 22050 pc 22050

#ifplatform xbox pc
//Heavy Shiftup
..\..\global\effects\sfx_pod_ani_shift1.wav -resample ps2 16000 xbox 22050 pc 22050
// Race Car Shift Down
//..\..\global\effects\sfx_pod_ani_shift5.wav -resample ps2 16000 xbox 22050 pc 22050
// Ignition Start
..\..\global\effects\sfx_pod_ani_thrusters_a.wav thrusters_boost -resample ps2 16000 xbox 22050 pc 22050
// Clunk Ignition Start
//..\..\global\effects\sfx_pod_ani_thrusters_b.wav loop_boost -resample ps2 16000 xbox 22050 pc 22050

// Soft Shiftup
//..\..\global\effects\sfx_pod_slide_up.wav -resample ps2 16000 xbox 22050 pc 22050
// Soft Shiftdown
//..\..\global\effects\sfx_pod_slide_down.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_pod_ani_shift3.wav race_roll01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_pod_ani_shift4.wav race_roll02 -resample ps2 16000 xbox 22050 pc 22050
// Start
//..\..\global\effects\sfx_start_beep.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\sfx_start_game.wav -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc
[/code]
I had nearly all the same vehicles in my bespin map apart from the cis gunship, and I took out these sounds because I think they are referenced somewhere in global sounds. I could be wrong though. Make a back up of your .sfx and .req in case it doesn't work.

And add these to your KSIcw.req:

"all_fly_ywing"
"all_fly_xwing"
"imp_fly_tiebomber"