World/Side sounds refusing to work... period...

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Tawa_Hoda
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Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

OK, this madness ends here. For the last 6 to 7 hours, I have drove myself almost to the brink of insanity trying to figure out why on Earth my sounds refuse to play. Therefore, I'm about to post the contents of around 10 files to see what the heck is making it refuse to function like a good little world sound file.

Prepare your children this is not meant for their young simple minds.

003.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"003"
}

REQN
{
"lvl"
"003cw"
"003gcw"
}
}[/code]
003cw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}

REQN
{
"config"
"003"
}
}[/code]
003gcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003sfx"
}

REQN
{
"config"
"003"
}
}[/code]
003.asfx
Hidden/Spoiler:
[code]effects\jawa_chatter1.wav -resample xbox 22050 pc 22050
effects\jawa_chatter2.wav -resample xbox 22050 pc 22050
effects\jawa_chatter4.wav -resample xbox 22050 pc 22050
effects\jawa_chatter6.wav -resample xbox 22050 pc 22050
effects\jawa_anger1.wav -resample xbox 22050 pc 22050
effects\jawa_anger2.wav -resample xbox 22050 pc 22050
effects\jawa_death1.wav -resample xbox 22050 pc 22050
effects\jawa_death2.wav -resample xbox 22050 pc 22050
effects\jawa_pain25.wav -resample xbox 22050 pc 22050
effects\jawa_pain50.wav -resample xbox 22050 pc 22050
effects\jawa_pain75.wav -resample xbox 22050 pc 22050
effects\jawa_pain100.wav -resample xbox 22050 pc 22050
effects\jawa_confuse1.wav -resample xbox 22050 pc 22050
effects\jawa_confuse2.wav -resample xbox 22050 pc 22050
effects\jawa_confuse3.wav -resample xbox 22050 pc 22050

effects\blaster_fire.wav -resample xbox 22050 pc 22050
effects\blaster_alt_fire.wav -resample xbox 22050 pc 22050
effects\demp2_fire.wav -resample xbox 22050 pc 22050[/code]
003sfx.snd
Hidden/Spoiler:
[code]SoundProperties()
{
Name("all_inf_jawa_hurt")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_pain25", 1.0);
Sample("jawa_pain50", 1.0);
Sample("jawa_pain75", 1.0);
Sample("jawa_pain100", 1.0);
}
}

SoundProperties()
{
Name("all_inf_jawa_death")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_death1", 1.0);
Sample("jawa_death2", 1.0);
}
}


SoundProperties()
{
Name("all_inf_jawa_heard")
Group("jaw_vo");
Inherit("pain_chatter_template");
SampleList()
{
Sample("jawa_anger1", 1.0);
Sample("jawa_anger2", 1.0);
}
}

SoundProperties()
{
Name("all_inf_jawa_chatter")
Group("jaw_vo");
Inherit("pain_chatter_template");
#ifplatform xbox ps2
Gain(0.6);
#endifplatform xbox ps2
PlayProbability(0.01);
CyclePlayback(1);
SampleList()
{
Sample("jawa_chatter1", 1.0);
Sample("jawa_chatter2", 1.0);
Sample("jawa_anger1", 1.0);
Sample("jawa_chatter4", 1.0);
Sample("jawa_anger2", 1.0);
Sample("jawa_chatter6", 1.0);
}
}[/code]
soundmunge.bat
Hidden/Spoiler:
[code]@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@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
@call soundmungedir _BUILD\sound\worlds\003\%MUNGE_DIR% sound\worlds\003 sound\worlds\003\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound 003

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit[/code]
soundmungedir.bat
Hidden/Spoiler:
[code]@rem Save the starting directory
@for /F %%A in ('cd') do @set STARTDIR=%%A

@if %1x==x goto nomungedir
@if %2x==x goto nosourcedir
@if %3x==x goto nooverridedir
@if %4x==x goto noplatform
@if %5x==x goto nomungelogdir
@if %6x==x goto noleveldir
@if %7x==x goto nolevelsrcdir
@if %8x==x goto nolevelfile

@rem Setup directories
@set MUNGEDIR=%STARTDIR%\%1
@set SOURCEDIR=%STARTDIR%\%2
@set PLATFORMDIR=%STARTDIR%\%3
@set LOGDIR=%STARTDIR%\%5
@set LEVELDIR=%STARTDIR%\%6
@set LEVELFILEREQ=%8%.req
@set LEVELFILELVL=%MUNGEDIR%\%8%.lvl
@set CHECKDATE=-checkdate
@set CHECKID=-checkid
@if %SOUNDNODATECHECK%x==1x @set CHECKDATE=

@rem Build up a list of directories for level pack to search for source files
@Setlocal enabledelayedexpansion
@set LEVELSRCDIR=
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%

@rem Should we munge this level ?
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="%8" @goto mungeit
@goto exit
)
:mungeit

@if "%MUNGE_LOG%"=="" set MUNGE_LOG=%LOGDIR%\%4%_MungeLog.txt

@if not EXIST %SOURCEDIR% (
@echo Unable to munge %SOURCEDIR% as it doesn't exist! 1>> %MUNGE_LOG%
@goto exit
)

@goto nodebug
@echo Current Directory = %CD%
@echo Sound level filter = %SOUNDLVL%
@echo Munge output directory = %MUNGEDIR%
@echo Source directory = %SOURCEDIR%
@echo Platform override directory = %PLATFORMDIR%
@echo Selected platform = %4
@echo Munge logs directory = %LOGDIR%
@echo Level file output directory = %LEVELDIR%
@echo Final req file = %LEVELFILEREQ%
@echo Output level file = %LEVELFILELVL%
@echo Additional stream options = %STREAMOPT%
@pause
:nodebug

@if EXIST %MUNGEDIR% goto skipcreatemungedir
@mkdir %MUNGEDIR%
:skipcreatemungedir

@cd %SOURCEDIR%

@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -inputfile *.snd *.mus *.ffx *.tsr -platform %4 -sourcedir %PLATFORMDIR% %SOURCEDIR% -outputdir %MUNGEDIR% -hashstrings %CHECKDATE% -continue 2>>%MUNGE_LOG%

@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )

@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

@rem Munge streams

@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@rem @for /F %%A in (%MUNGE_LANGVERSION%) do @set LANGVERSION=%%~A
@set LANGVERSION=%MUNGE_LANGVERSION%
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )

@rem make the directory for language-specific stuff if it doesn't exist - H8 h8 h8!
@if EXIST %MUNGEDIR%\%LANGVERSION% goto skipcreatelangdir
@echo Creating dir %MUNGEDIR%\%LANGVERSION%\
@mkdir %MUNGEDIR%\%LANGVERSION%
:skipcreatelangdir

@rem Munge localized stream files
@if /i not %MUNGESTREAMS%x==0x @if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA to %MUNGEDIR%\%LANGVERSION%\ & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%LANGVERSION%\%%~nA.str -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

@set MUNGE2SUBSTREAMS=0
@if /i %4==XBOX @set MUNGE2SUBSTREAMS=1
@if /i %4==PC @set MUNGE2SUBSTREAMS=1

@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@if /i not %MUNGESTREAMS%x==0x @for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )

@rem Munge 1 substream streams
@if /i not %MUNGESTREAMS%x==0x @for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

@rem Munge 2 substream streams
@if /i not %MUNGESTREAMS%x==0x @if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

@rem Build level files
@if EXIST %LEVELDIR% goto skipcreateleveldir
@mkdir %LEVELDIR%
:skipcreateleveldir

@if %SOUNDNOLVL%x==1x @goto exit

@rem build up a list of include directories for levelpack
@rem language overrides first!
@if %LANGVERSION%x==x goto skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4\%LANGVERSION%
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4\%LANGVERSION%
:skiplang

@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4

@for /R %%A in (*.req) do @if /i not %%A==%SOURCEDIR%\%LEVELFILEREQ% levelpack -inputfile %%~nA%%~xA -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %MUNGEDIR% -continue %CHECKDATE%

@if EXIST %LEVELFILEREQ% levelpack -inputfile %LEVELFILEREQ% -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %LEVELDIR% -continue %CHECKDATE%

@goto exit

:nomungedir
@echo Munge directory must be specified as the first argument
@goto exit
:nosourcedir
@echo Source data directory must be specified as the second argument
@goto exit
:nooverridedir
@echo Platform specific source data directory must be specified as the third argument
@goto exit
:noplatform
@echo Platform must be specified as the fourth argument
@goto exit
:nomungelogdir
@echo Munge log directory must be specified as the fifth argument
@goto exit
:noleveldir
@echo Level output directory must be specified as the sixth argument
@goto exit
:nolevelsrcdir
@echo Level source direct must be specified as the seventh argument
@goto exit
:nolevelfile
@echo Final output level file must be specified as the eighth argument
@goto exit
:exit
@endlocal
@cd %STARTDIR%[/code]
munge.bat
Hidden/Spoiler:
[code]@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion

@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=PC
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)

@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2

@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template -stub c:\windows\media\chord.wav
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%

@cd ..\..

@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound


@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%

@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )

@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

:skipglobalbank

@cd _BUILD\Sound

@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )

:skip_mungelog

@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2

@endlocal
[/code]
003_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1Con"}
cp2 = CommandPost:New{name = "CP2Con"}
cp3 = CommandPost:New{name = "CP3Con"}
cp4 = CommandPost:New{name = "CP4Con"}
cp5 = CommandPost:New{name = "CP5Con"}
cp6 = CommandPost:New{name = "CP6Con"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "level.yavin1.con.att",
textDEF = "level.yavin1.con.def",
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

--PlayAnimLock01Open();

OnObjectRespawnName(PlayAnimLock01Open, "LockCon01");
OnObjectKillName(PlayAnimLock01Close, "LockCon01");

EnableSPHeroRules()


end

--START DOOR WORK!

-- OPEN
function PlayAnimLock01Open()
PauseAnimation("Airlockclose");
RewindAnimation("Airlockopen");
PlayAnimation("Airlockopen");

-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection122");
--DisableBarriers("BridgeBarrier");

end
-- CLOSE
function PlayAnimLock01Close()
PauseAnimation("Airlockopen");
RewindAnimation("Airlockclose");
PlayAnimation("Airlockclose");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection122");
--EnableBarriers("BridgeBarrier");

end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(600*1024)
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")



-- Alliance Attacking (attacker is always #1)
CIS = ATT
REP = DEF

SetMapNorthAngle(0)
SetMaxFlyHeight(55)
SetMaxPlayerFlyHeight (55)
AISnipeSuitabilityDist(30)



ReadDataFile("dc:sound\\003.lvl;003cw")
ReadDataFile("sound\\pol.lvl;pol1cw")
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_hero_yoda")

ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_jawatawa")

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\\tur.lvl",
"tur_bldg_laser")



SetupTeams{

rep = {
team = REP,
units = 32,
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 = 32,
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 = { "all_hero_jawatawa",0, 1},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 60)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 245)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 17)
SetMemoryPoolSize ("EntityHover",5)
SetMemoryPoolSize ("EntitySoundStatic", 9)
SetMemoryPoolSize ("MountedTurret", 5)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 390)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 128)
SetMemoryPoolSize ("SoundSpaceRegion", 34)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 180)
SetMemoryPoolSize ("UnitAgent", 45)
SetMemoryPoolSize ("UnitController", 45)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetMemoryPoolSize ("Asteroid", 100)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:003\\pol1.lvl","pol1_Conquest")
SetDenseEnvironment("True")
AddDeathRegion("deathregion1")
--SetStayInTurrets(1)

--asteroids start!
SetParticleLODBias(3000)
SetMaxCollisionDistance(1500)
-- FillAsteroidPath("pathas01", 10, "pol1_prop_asteroid_01", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas01", 20, "pol1_prop_asteroid_02", 40, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas02", 10, "pol1_prop_asteroid_01", 10, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas03", 10, "pol1_prop_asteroid_02", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas04", 5, "pol1_prop_asteroid_02", 2, 1.0,0.0,0.0, -1.0,0.0,0.0);

-- asteroids end!

-- Sound Stats

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\\pol.lvl", "pol1")
OpenAudioStream("sound\\pol.lvl", "pol1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\pol.lvl", "pol1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_pol_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_pol_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_pol_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_pol_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_pol_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_pol_amb_end", 2,1)

SetVictoryMusic(REP, "rep_pol_amb_victory")
SetDefeatMusic (REP, "rep_pol_amb_defeat")
SetVictoryMusic(CIS, "cis_pol_amb_victory")
SetDefeatMusic (CIS, "cis_pol_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(0.461189, -0.077838, -0.871555, -0.147098, 85.974007, 30.694353, -66.900795);
AddCameraShot(0.994946, -0.100380, -0.002298, -0.000232, 109.076401, 27.636383, -10.235785);
AddCameraShot(0.760383, 0.046402, 0.646612, -0.039459, 111.261696, 27.636383, 46.468048);
AddCameraShot(-0.254949, 0.066384, -0.933546, -0.243078, 73.647552, 32.764030, 50.283028);
AddCameraShot(-0.331901, 0.016248, -0.942046, -0.046116, 111.003563, 28.975283, 7.051458);
AddCameraShot(0.295452, -0.038140, -0.946740, -0.122217, 19.856682, 36.399086, -9.890361);
AddCameraShot(0.958050, -0.115837, -0.260254, -0.031467, -35.103737, 37.551651, 109.466576);
AddCameraShot(-0.372488, 0.036892, -0.922789, -0.091394, -77.487892, 37.551651, 40.861832);
AddCameraShot(0.717144, -0.084845, -0.686950, -0.081273, -106.047691, 36.238495, 60.770439);
AddCameraShot(0.452958, -0.104748, -0.862592, -0.199478, -110.553474, 40.972584, 37.320778);
AddCameraShot(-0.009244, 0.001619, -0.984956, -0.172550, -57.010258, 30.395561, 5.638251);
AddCameraShot(0.426958, -0.040550, -0.899315, -0.085412, -87.005966, 30.395561, 19.625088);
AddCameraShot(0.153632, -0.041448, -0.953179, -0.257156, -111.955055, 36.058708, -23.915501);
AddCameraShot(0.272751, -0.002055, -0.962055, -0.007247, -117.452736, 17.298250, -58.572723);
AddCameraShot(0.537097, -0.057966, -0.836668, -0.090297, -126.746666, 30.472836, -148.353333);
AddCameraShot(-0.442188, 0.081142, -0.878575, -0.161220, -85.660973, 29.013374, -144.102219);
AddCameraShot(-0.065409, 0.011040, -0.983883, -0.166056, -84.789032, 29.013374, -139.568787);
AddCameraShot(0.430906, -0.034723, -0.898815, -0.072428, -98.038002, 47.662624, -128.643265);
AddCameraShot(-0.401462, 0.047050, -0.908449, -0.106466, 77.586563, 47.662624, -147.517365);
AddCameraShot(-0.269503, 0.031284, -0.956071, -0.110983, 111.260330, 16.927542, -114.045715);
AddCameraShot(-0.338119, 0.041636, -0.933134, -0.114906, 134.970169, 26.441256, -82.282082);


end


[/code]
- And I don't even know if anything else should be posted...
I followed Vyse's, Majin's, and bits of another, Used most of what I haved learned modding BFII,
my whole Music Library, and 10 secs of nails on a chalkboard (before I realised it wasn't helping in any way what so ever) Munged, Cleaned, Munged With ALL SELECTED, Cleaned with ALL SELECTED, Manual cleaned at least twice.

- I'm just... Just... So p***ed of right now I could break one of my kitkats on a ant's hea- and I just did.

:| I would like some help here. Like... ALOT... I will PM you a picture of cookie if you do... Because that's the best I can offer atm.

Thank You for taking some time to read/look though all of this... Because this is BS.

EDIT - And yes I have just checked my .wavs are ALL in the proper
352 kbps - 16-bit - mono - 22 kHz PCM setup up too.

EDIT2 - Apparently I've done some topics refering to similar problems in the past,
currently going through them to see If I can make sense of half the stuff I said,
and re-trying what people told me to do (and knowing me it was probably one of the times
I couldn't give two ****'s to what was said, I was probably being ignorant about for some reason or another).

EDIT3 - OK something was done right, my 003.lvl file in my data_003\_LVL_PC\Sound shot up to
166 kb, I know that HAS to be good. (I am sorry to poor Marth whole was victim of my stupidity to gasp what he was saying at the time... Which I do now. Sorry Marth D: )
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: World/Side sounds refusing to work... period...

Post by yuke5 »

I'm glad you're making headway. I really am no expert on sound. I'm actually having troubles myself. However, it sounds as though you are very, very frustrated and angry. What I would do is leave the problem alone, and sleep on it.
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

yuke5 wrote:I'm glad you're making headway. I really am no expert on sound. I'm actually having troubles myself. However, it sounds as though you are very, very frustrated and angry. What I would do is leave the problem alone, and sleep on it.
Actually I've calmed downed quiet a bit, I made at least a BIT of progress. But not much as far as
anything being heard ingame. Although from looking at my sound's .lvl file I can tell the sounds ARE there, I just can't make them play for some reason.

- and if I sleep on it, I'll forget almost everything I've done tonight as far as working on the sounds, and what not... It's a curse I'm afraid. I either get this done while I'm still up, or somehow record the last 8 to 9 hours and watch them tomorrow. (And I don't think I'm spending my day watching me fail hard up to this point. Just to forget it all when I'm done with the whole thing maybe...) :?


EDIT - I guess I am out, Well anyone responds to this topic later today, I want to warn them ahead of time, your going to be dealing with someone who probably has no ideal what he's doing.
But if I DO remember I'll let guys know when I reply.
Just givin' the headsup. K, Night... Erh... Morning <_>
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: World/Side sounds refusing to work... period...

Post by Marth8880 »

First off, never use the SWBF2 sound munge. Always use the sound munge for SWBF1; it will always work.

Also, I can already see your problem. :o


003.req

Code: Select all

ucft
{
	REQN
	{
		"str"
		"align=2048"
        	"003" // the str section loads .stm and .st4 files; you're trying to load a nonexistent file
	}

	REQN
	{
		"lvl"
		"003cw"
		"003gcw"
	}	
 }
003cw.req

Code: Select all

ucft
{
	REQN
	{
		"bnk"
		"align=2048"
		"003sfx" // the bnk section loads .asfx and .sfx (sound bank) files, not .snd (configuration) files
	}

	REQN
	{
		"config"
		"003" // the config section loads .snd, .mus, and .ffx (configuration) files.
	}
 }
Same goes with the GCW .req file.


Constantly refer to my research thread for info.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: World/Side sounds refusing to work... period...

Post by Maveritchell »

Marth8880 wrote:First off, never use the SWBF2 sound munge. Always use the sound munge for SWBF1; it will always work.
Using the SWBF1 tools is the best course of action for beginners, but there's no reason not to fix and use the SWBF2 munge once you know what you're doing. "Never" is a strong word.
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

Marth8880 wrote:
Hidden/Spoiler:
First off, never use the SWBF2 sound munge. Always use the sound munge for SWBF1; it will always work.

Also, I can already see your problem. :o


003.req
[code]ucft
{
REQN
{
"str"
"align=2048"
"003" // the str section loads .stm and .st4 files; you're trying to load a nonexistent file
}

REQN
{
"lvl"
"003cw"
"003gcw"
}
}[/code]
003cw.req
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003sfx" // the bnk section loads .asfx and .sfx (sound bank) files, not .snd (configuration) files
}

REQN
{
"config"
"003" // the config section loads .snd, .mus, and .ffx (configuration) files.
}
}[/code]
Same goes with the GCW .req file.


Constantly refer to my research thread for info.
I'll get to that to once I get back on my desktop,
I'll even try out the BFI tools. Let's hope I will be fix some stuff.
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: World/Side sounds refusing to work... period...

Post by Marth8880 »

Maveritchell wrote:
Marth8880 wrote:First off, never use the SWBF2 sound munge. Always use the sound munge for SWBF1; it will always work.
Using the SWBF1 tools is the best course of action for beginners, but there's no reason not to fix and use the SWBF2 munge once you know what you're doing. "Never" is a strong word.
Ah, yeah. Personally, though, I just have never had any luck with the SWBF2 tools and to me, they're not worth attempting to fix. I see what you're saying, though.
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

Well, I'm almost there I believe, my 003.lvl in my lvl_pc folder is around 450k which should mean that it's all setup up right? However, -well I'll post contents of the new/edited files.

003c_con
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1Con"}
cp2 = CommandPost:New{name = "CP2Con"}
cp3 = CommandPost:New{name = "CP3Con"}
cp4 = CommandPost:New{name = "CP4Con"}
cp5 = CommandPost:New{name = "CP5Con"}
cp6 = CommandPost:New{name = "CP6Con"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "level.yavin1.con.att",
textDEF = "level.yavin1.con.def",
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

--PlayAnimLock01Open();

OnObjectRespawnName(PlayAnimLock01Open, "LockCon01");
OnObjectKillName(PlayAnimLock01Close, "LockCon01");

EnableSPHeroRules()


end

--START DOOR WORK!

-- OPEN
function PlayAnimLock01Open()
PauseAnimation("Airlockclose");
RewindAnimation("Airlockopen");
PlayAnimation("Airlockopen");

-- allow the AI to run across it
--UnblockPlanningGraphArcs("Connection122");
--DisableBarriers("BridgeBarrier");

end
-- CLOSE
function PlayAnimLock01Close()
PauseAnimation("Airlockopen");
RewindAnimation("Airlockclose");
PlayAnimation("Airlockclose");

-- prevent the AI from running across it
--BlockPlanningGraphArcs("Connection122");
--EnableBarriers("BridgeBarrier");

end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(600*1024)
SetPS2ModelMemory(4100000)
ReadDataFile("ingame.lvl")



-- Alliance Attacking (attacker is always #1)
CIS = ATT
REP = DEF

SetMapNorthAngle(0)
SetMaxFlyHeight(55)
SetMaxPlayerFlyHeight (55)
AISnipeSuitabilityDist(30)



ReadDataFile("dc:sound\\003.lvl;003cw")
ReadDataFile("sound\\pol.lvl;pol1cw")
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_hero_yoda")

ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_jawatawa")

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\\tur.lvl",
"tur_bldg_laser")



SetupTeams{

rep = {
team = REP,
units = 32,
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 = 32,
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 = { "all_hero_jawatawa",0, 1},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 60)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 245)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 17)
SetMemoryPoolSize ("EntityHover",5)
SetMemoryPoolSize ("EntitySoundStatic", 9)
SetMemoryPoolSize ("MountedTurret", 5)
SetMemoryPoolSize ("Navigator", 45)
SetMemoryPoolSize ("Obstacle", 390)
SetMemoryPoolSize ("PathFollower", 45)
SetMemoryPoolSize ("PathNode", 128)
SetMemoryPoolSize ("SoundSpaceRegion", 34)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 180)
SetMemoryPoolSize ("UnitAgent", 45)
SetMemoryPoolSize ("UnitController", 45)
SetMemoryPoolSize("SoldierAnimation", 400)
SetMemoryPoolSize("Music", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetMemoryPoolSize ("Asteroid", 100)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:003\\pol1.lvl","pol1_Conquest")
SetDenseEnvironment("True")
AddDeathRegion("deathregion1")
--SetStayInTurrets(1)

--asteroids start!
SetParticleLODBias(3000)
SetMaxCollisionDistance(1500)
-- FillAsteroidPath("pathas01", 10, "pol1_prop_asteroid_01", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas01", 20, "pol1_prop_asteroid_02", 40, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas02", 10, "pol1_prop_asteroid_01", 10, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas03", 10, "pol1_prop_asteroid_02", 20, 1.0,0.0,0.0, -1.0,0.0,0.0);
-- FillAsteroidPath("pathas04", 5, "pol1_prop_asteroid_02", 2, 1.0,0.0,0.0, -1.0,0.0,0.0);

-- asteroids end!

-- Sound Stats

voiceSlow = OpenAudioStream("dc:sound\\003.lvl", "003")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
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\\pol.lvl", "pol1")
OpenAudioStream("sound\\pol.lvl", "pol1")
OpenAudioStream("dc:sound\\003.lvl", "003")
OpenAudioStream("dc:sound\\003.lvl", "003")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\pol.lvl", "pol1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_pol_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_pol_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_pol_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_pol_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_pol_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_pol_amb_end", 2,1)

SetVictoryMusic(REP, "rep_pol_amb_victory")
SetDefeatMusic (REP, "rep_pol_amb_defeat")
SetVictoryMusic(CIS, "cis_pol_amb_victory")
SetDefeatMusic (CIS, "cis_pol_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(0.461189, -0.077838, -0.871555, -0.147098, 85.974007, 30.694353, -66.900795);
AddCameraShot(0.994946, -0.100380, -0.002298, -0.000232, 109.076401, 27.636383, -10.235785);
AddCameraShot(0.760383, 0.046402, 0.646612, -0.039459, 111.261696, 27.636383, 46.468048);
AddCameraShot(-0.254949, 0.066384, -0.933546, -0.243078, 73.647552, 32.764030, 50.283028);
AddCameraShot(-0.331901, 0.016248, -0.942046, -0.046116, 111.003563, 28.975283, 7.051458);
AddCameraShot(0.295452, -0.038140, -0.946740, -0.122217, 19.856682, 36.399086, -9.890361);
AddCameraShot(0.958050, -0.115837, -0.260254, -0.031467, -35.103737, 37.551651, 109.466576);
AddCameraShot(-0.372488, 0.036892, -0.922789, -0.091394, -77.487892, 37.551651, 40.861832);
AddCameraShot(0.717144, -0.084845, -0.686950, -0.081273, -106.047691, 36.238495, 60.770439);
AddCameraShot(0.452958, -0.104748, -0.862592, -0.199478, -110.553474, 40.972584, 37.320778);
AddCameraShot(-0.009244, 0.001619, -0.984956, -0.172550, -57.010258, 30.395561, 5.638251);
AddCameraShot(0.426958, -0.040550, -0.899315, -0.085412, -87.005966, 30.395561, 19.625088);
AddCameraShot(0.153632, -0.041448, -0.953179, -0.257156, -111.955055, 36.058708, -23.915501);
AddCameraShot(0.272751, -0.002055, -0.962055, -0.007247, -117.452736, 17.298250, -58.572723);
AddCameraShot(0.537097, -0.057966, -0.836668, -0.090297, -126.746666, 30.472836, -148.353333);
AddCameraShot(-0.442188, 0.081142, -0.878575, -0.161220, -85.660973, 29.013374, -144.102219);
AddCameraShot(-0.065409, 0.011040, -0.983883, -0.166056, -84.789032, 29.013374, -139.568787);
AddCameraShot(0.430906, -0.034723, -0.898815, -0.072428, -98.038002, 47.662624, -128.643265);
AddCameraShot(-0.401462, 0.047050, -0.908449, -0.106466, 77.586563, 47.662624, -147.517365);
AddCameraShot(-0.269503, 0.031284, -0.956071, -0.110983, 111.260330, 16.927542, -114.045715);
AddCameraShot(-0.338119, 0.041636, -0.933134, -0.114906, 134.970169, 26.441256, -82.282082);


end


[/code]
003.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"003"
}

REQN
{
"lvl"
"003cw"
"003gcw"
}
}[/code]
003cw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003"
}

REQN
{
"config"
"003sfx"
}
}[/code]
003gcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"003"
}

REQN
{
"config"
"003sfx"
}
}[/code]
003.stm (I put my jawa "speech" in a stream file like Marth had already said to do.)
Hidden/Spoiler:
[code]streams\jawa_chatter1.wav -resample xbox 22050 pc 22050
streams\jawa_chatter2.wav -resample xbox 22050 pc 22050
streams\jawa_chatter4.wav -resample xbox 22050 pc 22050
streams\jawa_chatter6.wav -resample xbox 22050 pc 22050
streams\jawa_anger1.wav -resample xbox 22050 pc 22050
streams\jawa_anger2.wav -resample xbox 22050 pc 22050
streams\jawa_death1.wav -resample xbox 22050 pc 22050
streams\jawa_death2.wav -resample xbox 22050 pc 22050
streams\jawa_pain25.wav -resample xbox 22050 pc 22050
streams\jawa_pain50.wav -resample xbox 22050 pc 22050
streams\jawa_pain75.wav -resample xbox 22050 pc 22050
streams\jawa_pain100.wav -resample xbox 22050 pc 22050
streams\jawa_confuse1.wav -resample xbox 22050 pc 22050
streams\jawa_confuse2.wav -resample xbox 22050 pc 22050
streams\jawa_confuse3.wav -resample xbox 22050 pc 22050[/code]
all_hero_jawatawa.odf (Just incase I'm managed to mess anything up in here..)
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "tat_inf_jawa.msh"

[Properties]
AISizeType = "hover"
NoEnterVehicles = 1

GeometryName = "tat_inf_tawa"
GeometryLowRes = "tat_inf_tawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

MaxSpeed = 5.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
Acceleration = 30.0 // accelerate to full run in about 7/70 = 0.1 seconds
JumpHeight = 4.5

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"

WeaponName1 = "all_hero_weap_lightsaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "all_inf_jawa_death"
SndHeroDefeated = "all_inf_jawa_hurt"
SndHeroKiller = "all_inf_jawa_hurt"

VOSound = "all_inf_jawa_chatter SC_Follow"
VOSound = "all_inf_jawa_chatter SC_StopFollow"
VOSound = "all_inf_jawa_chatter SC_VehicleWaitUp"
VOSound = "all_inf_jawa_chatter SC_GetIn"
VOSound = "all_inf_jawa_chatter SC_GetOut"

VOSound = "all_inf_jawa_heard AcquiredTarget"
VOSound = "all_inf_jawa_heard KillingSpree4"

VOUnitType = 172
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "all_inf_soldier"
[/code]
003sfx.snd
Hidden/Spoiler:
[code]SoundProperties()
{
Name("all_inf_jawa_hurt")
Group("jawa_vo");
Inherit("battle_chatter_template");
Stream("003");
SampleList()
{
Sample("jawa_pain25", 1.0);
Sample("jawa_pain50", 1.0);
Sample("jawa_pain75", 1.0);
Sample("jawa_pain100", 1.0);
}
}

SoundProperties()
{
Name("all_inf_jawa_death")
Group("jawa_vo");
Inherit("battle_chatter_template");
Stream("003");
SampleList()
{
Sample("jawa_death1", 1.0);
Sample("jawa_death2", 1.0);
}
}


SoundProperties()
{
Name("all_inf_jawa_heard")
Group("jawa_vo");
Inherit("battle_chatter_template");
Stream("003");
SampleList()
{
Sample("jawa_anger1", 1.0);
Sample("jawa_anger2", 1.0);
}
}

SoundProperties()
{
Name("all_inf_jawa_chatter")
Group("jawa_vo");
Inherit("battle_chatter_template");
Stream("003");
PlayProbability(0.01);
CyclePlayback(1);
SampleList()
{
Sample("jawa_chatter1", 1.0);
Sample("jawa_chatter2", 1.0);
Sample("jawa_anger1", 1.0);
Sample("jawa_chatter4", 1.0);
Sample("jawa_anger2", 1.0);
Sample("jawa_chatter6", 1.0);
}
}[/code]
I swear I almost have it this time, it's like I have all the sounds the world's data now, I just can't get it to play in game. So it has to be something done in either the unit's odf or to mission lua right?
Last edited by Tawa_Hoda on Sat Jul 28, 2012 7:24 am, edited 1 time in total.
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: World/Side sounds refusing to work... period...

Post by Marth8880 »

You accidentally put the configuration junk into the .sfx file. Rename 003.sfx's file extension to .snd and remove "003" from the "bnk" section in your REQs. Also, in your LUA, only load one instance of "003" and load it above the stock streams but under "(g)cw_music".


EDIT:

Oh, and once you've renamed the file extension, rename that file to "003sfx" since your REQ is calling for a config (.snd) file called "003sfx".
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

Marth8880 wrote:You accidentally put the configuration junk into the .sfx file. Rename 003.sfx's file extension to .snd and remove "003" from the "bnk" section in your REQs. Also, in your LUA, only load one instance of "003" and load it above the stock streams but under "(g)cw_music".


EDIT:

Oh, and once you've renamed the file extension, rename that file to "003sfx" since your REQ is calling for a config (.snd) file called "003sfx".

LOL, sorry marth I messed up when I named my 003sfx.snd file up there. I called it 003.sfx, but it was really called 003sfx.snd I messed up when I had typed 003sfx and forgot to put the .snd at the end... Trying fixing the stream position now.

EDIT: Just asking was I surpose to remove the
voiceSlow = OpenAudioStream("dc:sound\\003.lvl", "003") too? Or do I just leave that where it is?

EDIT2: Like this?

Code: Select all

    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("dc:sound\\003.lvl",  "003")
    OpenAudioStream("sound\\pol.lvl",  "pol1")
    OpenAudioStream("sound\\pol.lvl",  "pol1")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- OpenAudioStream("sound\\pol.lvl",  "pol1_emt")
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: World/Side sounds refusing to work... period...

Post by Marth8880 »

Correct.
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

Marth8880 wrote:Correct.
Welp, I did just that, not a darn'ed thing.

I WAS surposed to remove this, right?

Code: Select all

voiceSlow = OpenAudioStream("dc:sound\\003.lvl", "003")
and I have,

Code: Select all

    ReadDataFile("dc:sound\\003.lvl;003cw")
    ReadDataFile("sound\\pol.lvl;pol1cw")
Shouldn't it be working by now? I swear anymore of this, and I'll just try the BFI
soundmunge and see if it is any better.

If it was working as soon as the hero spawned he should of said his spawn voice over right?
At least that's how it worked with every other hero.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: World/Side sounds refusing to work... period...

Post by kinetosimpetus »

If you think the configuration is correct, but can't hear anything, try editing the sound and make the volume louder. Keep a backup of the original sound though.
User avatar
Tawa_Hoda
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Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: World/Side sounds refusing to work... period...

Post by Tawa_Hoda »

kinetosimpetus wrote:If you think the configuration is correct, but can't hear anything, try editing the sound and make the volume louder. Keep a backup of the original sound though.
Yeah, not gonna lie, nothing is playing (new sounds wise), I turn the Music and SFX down and have both Voice options on max, all I get is the Clones and the Battles droids spazzing out like normal with a clone once and a while telling the others to "GET THAT FILTHY JAWA" or something like that.

Trying BF1 sound stuff now. I hope to god it works. I really do.
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