Question about sound

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Question about sound

Post by wagromph »

I am working on a map where I want to include a Geonosian unit. I have him in game but alot of his sounds are missing for example his gun and flying sounds.
Say I want to get his sounds back into the game.

the sound for his flying is called "geo_inf_fly_parameterized"

Where would this sound be located, or where would I put this sound file if I was able to find it ?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Question about sound

Post by thelegend »

You would need to create a custom sound.lvl containing the geonosian unit sounds. Have a look here: http://www.gametoast.com/viewtopic.php?f=27&t=4750
Do the same there using geonosian unit files located in data_XXX(your world name)/Sound/Worlds/...
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Iv done this tutorial before, and just recently right before reading your reply and I still can't get the sounds on the walker to even work right.
Is there anything else I am meant to do after I finish that initial tutorial ? Like move a file some where else or the like ?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Question about sound

Post by thelegend »

If I remember right then in the tutorial an important step was missing/kept out. If you still have this sound folder (tes) do the following:
1. Go to data (or data_TES/XXX or whatever)/ Sound/ gcw and copy imp_walk_atst.snd into data_XXX/ TES....Sound/ Worlds/ tes. tescw.req was not able to read imp_walk_atst.snd (config file) so the sound.lvl couldn't be munged correctly. The same goes for other sound effects.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Ok I put the imp_walk_atst.snd into \data_TES\Sound\worlds\tes, but I still don't get the sounds. Also after I mung I get "\Skype\Phone\ was unexpected at this time"
Is that an issue ?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Question about sound

Post by thelegend »

I am not sure what was going on. It is really important you did everything step for step. It might be a good idea to clean and re-munge the sounds. Also could you please post all your sound files (folders, config files or/and .req files...everything inside tes; used files, please no unused ones) and your .lua?
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Alright, here we go
Folder lay out
Hidden/Spoiler:
Image

tescw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"testcw"
"tescw"
}

REQN
{
"config"
"imp_walk_atst"
"global_world"
"exp_obj"
"testcw"
"cw_vo"
"cw"
}
}

tes.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"gcw_vo"
"gcw_tac_vo"
"cw_vo"
"cw_tac_vo"

}
REQN
{
"lvl"
"testgcw"
"testcw"
"tescw"
}
}
tescw.sfx
Hidden/Spoiler:
// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

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


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100

TESc_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 1) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_conquest")
SetDenseEnvironment("false")




-- Sound
ReadDataFile("dc:sound\\tes.lvl;tescw")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
If I missed anything else you needed to see, leme know and Il grab em for ya
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Question about sound

Post by Marth8880 »

Your biggest problem (thus far) is that in your REQ files, you're attempting to reference a number of nonexistent assets.


According to the image you provided of your "tes" directory,
wagromph wrote:tes.req

Code: Select all

REQN
{
	"lvl"
	"testgcw"
	"testcw"
	"tescw"
}
The following referenced asset(s) don't exist:
- "testcw"
wagromph wrote:tes.req

Code: Select all

REQN
{
	"str"
	"align=2048"
	"gcw_vo"
	"gcw_tac_vo"
	"cw_vo"
	"cw_tac_vo"
}
The following referenced asset(s) don't exist:
- "gcw_vo"
- "gcw_tac_vo"
- "cw_vo"
- "cw_tac_vo"
wagromph wrote:tescw.req

Code: Select all

REQN
{
	"bnk"
	"align=2048"
	"testcw"
	"tescw"
}
The following referenced asset(s) don't exist:
- "testcw"
wagromph wrote:tescw.req

Code: Select all

REQN
{
	"config"
	"imp_walk_atst"
	"global_world"
	"exp_obj"
	"testcw"
	"cw_vo"
	"cw"
}
The following referenced asset(s) don't exist:
- "global_world"
- "exp_obj"
- "cw_vo"
- "cw"


Either create these files, or remove the references to them.

Make sure that testgcw.req doesn't contain any null references as well.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Changed those files accordingly (Deleted the references rather then created them) and still no sound sadly
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Question about sound

Post by AceMastermind »

thelegend wrote:If I remember right then in the tutorial an important step was missing/kept out. If you still have this sound folder (tes) do the following:
1. Go to data (or data_TES/XXX or whatever)/ Sound/ gcw and copy imp_walk_atst.snd into data_XXX/ TES....Sound/ Worlds/ tes. tescw.req was not able to read imp_walk_atst.snd (config file) so the sound.lvl couldn't be munged correctly. The same goes for other sound effects.
Nah that's not necessary, all of the steps are covered in that tutorial for that particular process, just complete one step at a time and you'll get it.


@wagromph
You messed up on an important part of step 2:
Now add:

Code: Select all

ReadDataFile("dc:sound\\tes.lvl;tescw")
below the default sound entry. This will call your custom sounds we need for for the ATST
Work your way through each step without skipping anything or improvising and compare the images with what you have.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

The line
ReadDataFile("dc:sound\\tes.lvl;tescw")

is in there, so I am not sure what you mean I need to do beyond that, I took a shot in the dark and did this to see if itl work, however it didnt.

ReadDataFile("dc:sound\\tes.lvl;tescw",
"imp_walk_atst")

didnt work so I removed the "imp_walk_atst"
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Question about sound

Post by AceMastermind »

I'm looking at the lua you posted and you have it way down at the bottom, not where the tutorial says to put it.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Here then ?

ReadDataFile("sound\\yav.lvl;yav1cw")

ReadDataFile("dc:sound\\tes.lvl;tescw",
"imp_walk_atst")
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Question about sound

Post by thelegend »

AceMastermind wrote:Nah that's not necessary, all of the steps are covered in that tutorial for that particular process, just complete one step at a time and you'll get it.
Hm...that's strange. When I had no new stock sounds in-game (although I did everything said in this turoial) my only solution was to include the needed .snd files. It worked for me fine then.
wagromph wrote:Here then ?

ReadDataFile("sound\\yav.lvl;yav1cw")

ReadDataFile("dc:sound\\tes.lvl;tescw",
"imp_walk_atst"
)
I cannot remember that the name of the vehicle should be included in the ReadDataFile section of any sound.lvl. Maybe this is the reason why there are no walker sounds? Or did something change I do not know about already?
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

After seeing your message I changed it back to
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\tes.lvl;tescw")

still nothing.

Allthought, I am wondering if its my soundmunge.bat file
Hidden/Spoiler:
@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem EDIT THE LINE BELOW TO POINT TO YOUR BF2 INTSALL PATH
@set BF2_SOUNDPATH="C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\"

@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero

@rem EDIT THE TWO LINES BELOW TO POINT TO YOUR MOD BY REPLACING tes WITH YOUR WORLD ABBREVIATION
@call soundmungedir _BUILD\sound\worlds\tes\%MUNGE_DIR% sound\worlds\tes sound\worlds\tes\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tes
xcopy _LVL_%MUNGE_PLATFORM%\sound\* %BF2_SOUNDPATH%GameData\addon\tes\data\_LVL_PC\Sound\ /Y

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

for my battlefront directory I have "C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\"
Perhaps I need to fill in underscores for the spaces ?
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Question about sound

Post by AceMastermind »

Your soundmunge.bat looks fine to me. If you're absolutely sure everything else is set up correctly then the only other thing it could be is the way you are munging, like what options do you have ticked in VM. When munging the sound untick "Common" and just have "Sound Only" ticked.
I seriously recommend using the fixed and improved munge files because they fix pretty much everything wrong with the shipped batch files.

@thelegend
I spent the last couple of hours trying to break the sound munging to the point where I would need to copy the imp_walk_atst.snd file into the data_TES\Sound\worlds\tes folder for it to be found, and I had to either delete the GCW folder in data_TES\Sound or comment out line 7 in the soundmunge.bat. I suppose if your system just refuses to find that file any other way, then copying it is the next best solution.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

I have been munging "Select all" every time I munge
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Question about sound

Post by AceMastermind »

I've never munged anything with "Select All" ticked, unselect everything then just tick "Sound Only" and press Munge, it works.
wagromph
Private
Posts: 44
Joined: Mon Mar 28, 2016 3:00 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Question about sound

Post by wagromph »

Still nothing D:
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Question about sound

Post by AceMastermind »

I don't know then, you made a mistake somewhere. Install the Fixed and improved munge files, create a new project and start at step 1 again.
Post Reply