AAT Engine sounds cause random crashes during game
Posted: Tue Dec 16, 2014 12:22 am
by JazzMaster
So I have a custom sound file made to load custom weapon sounds and also missing stock sounds for weapons, flyers and vehicles. The map this sound file is being used in is also loading the stock space map sound file. So I'm pretty much using the custom file (along with another custom sound file) to load everything that is missing, which has been working without problems for me until I added the AAT sounds. When I had the AAT in my map, it would crash to desktop randomly during gameplay, although all the sounds load and work properly in game. The crash can happen not too long after the start of the map or at any other point during the game. It's always random, never on start up, and doesnt produce any Bfront2log errors. I was able to pinpoint it down to the engine sounds of the AAT. When I take "EngineSound = "cis_hover_aat_engine_parameterized"" out of the AAT's odf file the crashing doesn't happen anymore. I tried to avert this by loading the source .wav files for the AAT in my custom sound file instead of calling them in the .sfx file. The sounds work fine but I have the same random crashing problem. I feel it has to be something with the .snd file, even though it's stock and I haven't made any modifications to it.
Stock AAT .snd file. Can you spot anything weird in here?? I can't imagine there is, but it's really the only place left to look that makes sense..
also, my .sfx:
and .asfx:
EDIT: I loaded in the IFT tank sounds and used it's engine sounds for the AAT with the same results. Sounds work, but map still crashes at random. Also tried this with the republic gunship engine sound, which is loaded by the stock space sound file, and got the same results. This is weird..
Stock AAT .snd file. Can you spot anything weird in here?? I can't imagine there is, but it's really the only place left to look that makes sense..
Hidden/Spoiler:
[code]// CIS_hover_AAT ----------------------------------------
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
Gain(0.6);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);
}
}
#endifplatform pc
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(1.0);
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}
SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(0.9);
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}
SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform pc
// AAT Engine start------------------------------------------------------------
// Engine -------
SoundProperties()
{
Name("aat_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);
}
}
SoundProperties()
{
Name("aat_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);
}
}
SoundProperties()
{
Name("aat_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);
}
}
ParameterGraph()
{
Name("aat_engine_low_idle_speed");
ControlPoint(-1.0, 0.
;
ControlPoint(0.0, 0.
;
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}
ParameterGraph()
{
Name("aat_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}
ParameterGraph()
{
Name("aat_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}
ParameterGraph()
{
Name("aat_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}
ParameterGraph()
{
Name("aat_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.
;
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}
ParameterGraph()
{
Name("aat_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}
SoundLayered()
{
Name("aat_engine_layered");
Layer("aat_engine_low_idle", "aat_engine_low_idle_property", 0.0);
Layer("aat_engine_med_idle", "aat_engine_med_idle_property", 0.0);
Layer("aat_engine_high_idle", "aat_engine_high_idle_property", 0.0);
}
SoundParameterized()
{
Name("cis_hover_aat_engine_parameterized");
SoundLayered("aat_engine_layered");
Layer()
{
Name("aat_engine_low_idle");
ParameterGraph("speed", "aat_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_med_idle");
ParameterGraph("speed", "aat_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_high_idle");
ParameterGraph("speed", "aat_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
Gain(0.6);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);
}
}
#endifplatform pc
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(1.0);
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}
SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(0.9);
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}
SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform pc
// AAT Engine start------------------------------------------------------------
// Engine -------
SoundProperties()
{
Name("aat_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);
}
}
SoundProperties()
{
Name("aat_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);
}
}
SoundProperties()
{
Name("aat_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);
}
}
ParameterGraph()
{
Name("aat_engine_low_idle_speed");
ControlPoint(-1.0, 0.
ControlPoint(0.0, 0.
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}
ParameterGraph()
{
Name("aat_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}
ParameterGraph()
{
Name("aat_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}
ParameterGraph()
{
Name("aat_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}
ParameterGraph()
{
Name("aat_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}
ParameterGraph()
{
Name("aat_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}
SoundLayered()
{
Name("aat_engine_layered");
Layer("aat_engine_low_idle", "aat_engine_low_idle_property", 0.0);
Layer("aat_engine_med_idle", "aat_engine_med_idle_property", 0.0);
Layer("aat_engine_high_idle", "aat_engine_high_idle_property", 0.0);
}
SoundParameterized()
{
Name("cis_hover_aat_engine_parameterized");
SoundLayered("aat_engine_layered");
Layer()
{
Name("aat_engine_low_idle");
ParameterGraph("speed", "aat_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_med_idle");
ParameterGraph("speed", "aat_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_high_idle");
ParameterGraph("speed", "aat_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
Hidden/Spoiler:
[code]// 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
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------
// Xwing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_xwing_shpRll_01.wav xwing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_xwing_accel_01.wav xwing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_xwing_deccel_01.wav xwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_xwing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_xwing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_xwing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_xwing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_xwing_med_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_xwing_blaster_fire.wav wpn_xwing_blaster_fire -resample ps2 16000
//..\..\gcw\effects\wp2_xwing_torpedo_fire.wav wpn_xwing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_xwing_hi_lp.wav eng_xwing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_xwing_low_lp.wav eng_xwing_low_lp -resample ps2 2000
..\..\gcw\effects\eP2_xwing_med_lp.wav eng_xwing_med_lp -resample ps2 5000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------
// Ywing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_ywing_shpRll_01.wav ywing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_ywing_accel_01.wav ywing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_ywing_deccel_01.wav ywing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_ywing_ionCannon_fire.wav -resample pc 22050
//..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
//..\..\gcw\effects\wp2_ywing_ionCannon_fire.wav wpn_ywing_ionCannon_fire -resample ps2 20000
//..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_ywing_hi_lp.wav eng_ywing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_ywing_low_lp.wav eng_ywing_low_lp -resample ps2 3000
..\..\gcw\effects\eP2_ywing_mid_lp.wav eng_ywing_mid_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------
// All Sniper Rifles
..\..\global\effects\wep_All_sniper_01.wav -resample ps2 16000 xbox 22050 pc 22050
// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\wpn_boba_burst.wav wpn_boba_burst -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\wpn_droideka_blaster_fire.wav -resample xbox 20000 pc 22050
//..\..\cw\effects\wpn_AAT_blaster_fire.wav -resample xbox 22050 pc 22050
..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\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
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050[/code]
..\..\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
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------
// Xwing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_xwing_shpRll_01.wav xwing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_xwing_accel_01.wav xwing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_xwing_deccel_01.wav xwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_xwing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_xwing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_xwing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_xwing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_xwing_med_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_xwing_blaster_fire.wav wpn_xwing_blaster_fire -resample ps2 16000
//..\..\gcw\effects\wp2_xwing_torpedo_fire.wav wpn_xwing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_xwing_hi_lp.wav eng_xwing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_xwing_low_lp.wav eng_xwing_low_lp -resample ps2 2000
..\..\gcw\effects\eP2_xwing_med_lp.wav eng_xwing_med_lp -resample ps2 5000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------
// Ywing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_ywing_shpRll_01.wav ywing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_ywing_accel_01.wav ywing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_ywing_deccel_01.wav ywing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_ywing_ionCannon_fire.wav -resample pc 22050
//..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
//..\..\gcw\effects\wp2_ywing_ionCannon_fire.wav wpn_ywing_ionCannon_fire -resample ps2 20000
//..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_ywing_hi_lp.wav eng_ywing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_ywing_low_lp.wav eng_ywing_low_lp -resample ps2 3000
..\..\gcw\effects\eP2_ywing_mid_lp.wav eng_ywing_mid_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------
// All Sniper Rifles
..\..\global\effects\wep_All_sniper_01.wav -resample ps2 16000 xbox 22050 pc 22050
// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\wpn_boba_burst.wav wpn_boba_burst -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\wpn_droideka_blaster_fire.wav -resample xbox 20000 pc 22050
//..\..\cw\effects\wpn_AAT_blaster_fire.wav -resample xbox 22050 pc 22050
..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\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
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050[/code]
Hidden/Spoiler:
[code]effects\wpn_tie_blaster.wav -resample xbox 22050 pc 22050
effects\all_blaster_fire.wav -resample xbox 22050 pc 22050
effects\nemblaster_fire.wav -resample xbox 22050 pc 22050
effects\wpn_dt57_fire.wav -resample xbox 22050 pc 22050
effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050[/code]
effects\all_blaster_fire.wav -resample xbox 22050 pc 22050
effects\nemblaster_fire.wav -resample xbox 22050 pc 22050
effects\wpn_dt57_fire.wav -resample xbox 22050 pc 22050
effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050[/code]