Implanting sounds

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JimmyAngler
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Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
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Implanting sounds

Post by JimmyAngler »

Here are all my files.:

All of these are located C:\BF2_ModTools\data_SKN\Sound\worlds\SKN

SKN.req:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"SKNcw"
}

}
SKNcw.req:
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"SKNcw_effects"
}

REQN
{
"config"
"SKNcw_effects_config"
}
}
SKN.asfx:
Hidden/Spoiler:
effects\energy_sword.wav -resample xbox 22050 pc 22050
energy_sword_config.snd:
Hidden/Spoiler:
SoundProperties()
{
Name("energy_sword");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("energy_sword", 1.0);
}
}
rep_weap_inf_rifle.odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.045
FlashColor = "100 100 255 255"
FlashLength = 0.045
FlashLightColor = "220 220 255 175"
FlashLightRadius = "3.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"


FireSound = "energy_sword"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Yes I did fix my munge bats btw.
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Nedarb7
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Re: Implanting sounds

Post by Nedarb7 »

Could you post the LUA?
zwyx1234
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Posts: 92
Joined: Fri Sep 13, 2013 10:20 pm
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Location: Alberta, Canada

Re: Implanting sounds

Post by zwyx1234 »

Post your LUA. Also, did you remember to copy the SKN.lvl from

Code: Select all

C:\BF2_ModTools\data_SKN\_LVL_PC\Sound
to

Code: Select all

addon\SKN\data\_LVL_PC\Sound
If not, do that, and it should be fixed.

EDIT: Nedarb7 posted the part about posting the LUA a second before I did. :lol:
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Implanting sounds

Post by Nedarb7 »

JimmyAngler wrote:SKNcw.req:
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"SKNcw_effects"
}

REQN
{
"config"
"SKNcw_effects_config"
}
}
Change that to

energy_sword_config
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
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Location: Edinburgh, UK
Contact:

Re: Implanting sounds

Post by Marth8880 »

Code: Select all

 REQN 
{ 
"bnk" 
"align=2048" 
"SKNcw_effects" 
}

REQN 
{ 
"config" 
"SKNcw_effects_config" 
}
Names listed under "bnk" must reference the names of .asfx and .sfx files, and names listed under "config" must reference the names of .snd, .mus, and a few other configuration files.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
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Location: Area 51

Re: Implanting sounds

Post by JimmyAngler »

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("dc:ingame.lvl")
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("dc:sound\\SNK.lvl;SKNcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile ("dc:SIDE\\brg.lvl",
"brg_hover_barge",
"brg_fly_rocket")


ReadDataFile ("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"cov_inf_elite")

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",
"cis_hover_stap")


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 = { "cov_inf_elite",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")
AddUnitClass(REP, "rep_inf_ep3_rifleman")
AddUnitClass(REP, "rep_inf_ep3_rocketeer")
AddUnitClass(REP, "rep_inf_ep3_sniper")
AddUnitClass(REP, "rep_inf_ep3_engineer")
AddUnitClass(REP, "cov_inf_elite")

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 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:SKN\\SKN.lvl", "SKN_conquest")
SetDenseEnvironment("false")




-- Sound

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
I only have a global.lvl file in the Lvl_pc folder Marth

Mugne log also gets this:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
zwyx1234
Lance Corporal
Posts: 92
Joined: Fri Sep 13, 2013 10:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2 Insurgency
xbox live or psn: No gamertag set
Location: Alberta, Canada

Re: Implanting sounds

Post by zwyx1234 »

JimmyAngler wrote: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("dc:ingame.lvl")
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("dc:sound\\SNK.lvl;SKNcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile ("dc:SIDE\\brg.lvl",
"brg_hover_barge",
"brg_fly_rocket")


ReadDataFile ("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"cov_inf_elite")

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",
"cis_hover_stap")


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 = { "cov_inf_elite",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")
AddUnitClass(REP, "rep_inf_ep3_rifleman")
AddUnitClass(REP, "rep_inf_ep3_rocketeer")
AddUnitClass(REP, "rep_inf_ep3_sniper")
AddUnitClass(REP, "rep_inf_ep3_engineer")
AddUnitClass(REP, "cov_inf_elite")

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 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:SKN\\SKN.lvl", "SKN_conquest")
SetDenseEnvironment("false")




-- Sound

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
I only have a global.lvl file in the Lvl_pc folder Marth

Mugne log also gets this:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
Change the highlighted line to SKN, instead of SNK, and it should work flawlessly. :D
JimmyAngler
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Re: Implanting sounds

Post by JimmyAngler »

yeah sry, common typo. no it didn't fix it though.
zwyx1234
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Re: Implanting sounds

Post by zwyx1234 »

zwyx1234 wrote: ...
did you remember to copy the SKN.lvl from

Code: Select all

C:\BF2_ModTools\data_SKN\_LVL_PC\Sound
to

Code: Select all

addon\SKN\data\_LVL_PC\Sound
If not, do that, and it should be fixed.
...
JimmyAngler
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Re: Implanting sounds

Post by JimmyAngler »

there is only a global.lvl
Marth8880
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Re: Implanting sounds

Post by Marth8880 »

What steps did you take to munge your sounds? Did you run the munge.bat file manually or did you try to munge them using VisualMunge?
JimmyAngler
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Re: Implanting sounds

Post by JimmyAngler »

I used visual munge with the sound box checked.
zwyx1234
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Posts: 92
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Re: Implanting sounds

Post by zwyx1234 »

Try clicking the "select all" box and munging again. The audio streams box needs to be checked, and I believe common may need to be munged as well.
Marth8880
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Re: Implanting sounds

Post by Marth8880 »

Don't use VisualMunge to munge sounds, it probably won't work if you try to. Instead, go into data_***\_BUILD\Sound\ and run munge.bat. (I personally never use VisualMunge at all [other than to create new maps], it's way faster to just run the individual batch files.)
JimmyAngler
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Re: Implanting sounds

Post by JimmyAngler »

did that and here's the munge log:
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_SKN\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SKN\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SKN\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SKN\Sound\shell\shell.sfx
now there is a shell and global.lvl in the sound folder
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
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Re: Implanting sounds

Post by Marth8880 »

Oh dear. Open up soundmunge.bat in data_*** and remove every line that begins with "@call soundmungedir" excluding the one that references your map.

After the edit, your batch file should only be about this large:

Code: Select all

@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)\LucasArts\Star Wars Battlefront II\"

@rem Munge world specific sound data
@rem EDIT THE TWO LINES BELOW TO POINT TO YOUR MOD BY REPLACING SND WITH YOUR WORLD ABBREVIATION
@call soundmungedir _BUILD\sound\worlds\SFL_Common_NonStreaming\%MUNGE_DIR% sound\worlds\SFL_Common_NonStreaming sound\worlds\SFL_Common_NonStreaming\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound SFL_Common_NonStreaming
@rem xcopy _LVL_%MUNGE_PLATFORM%\sound\*  %BF2_SOUNDPATH%GameData\addon\ME5\data\_LVL_PC\Sound\ /Y

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

Oh, and did you follow these instructions?

Code: Select all

@rem EDIT THE TWO LINES BELOW TO POINT TO YOUR MOD BY REPLACING SND WITH YOUR WORLD ABBREVIATION
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
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Location: Area 51

Re: Implanting sounds

Post by JimmyAngler »

Ok well nothing is working and I have decided to start with a clean slate. Is there any tutorial with everything in it for creating sound effects for BF2? I know there are a lot for streams but every sound effect one references me to another tut which doesn't cover it very well.
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: Implanting sounds

Post by Marth8880 »

It's still incomplete, but use my research and info thread to aid you: http://www.gametoast.com/forums/viewtop ... 23#p478223
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Implanting sounds

Post by JimmyAngler »

That was helpful, but it is not on effects sound too much. I'm looking for a dummy proof guide to setting up sound effects. All of the other tuts are a but fuzzy to newbies and have streams mixed in with them.
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