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Adding custom sounds prevents adding stock sounds [Solved]

Posted: Sun Aug 30, 2015 8:08 pm
by TehPandemic
Basically I have quite an odd problem.

I can munge custom sounds fine, and get them in-game working with no problems. However, if I decide to add a vehicle to my map (let's use the snowspeeder), I go ahead with the process of adding these sounds. When it comes to munging, despite them being set up correctly, I get no snowspeeder sounds.

LIKEWISE, if I add the snowspeeder sounds first before I add my custom sounds, I get snowspeeder sounds working but my custom sounds don't. So whichever sounds are added first work, and the others don't. This has really got me goofed, does anybody have any idea what the problem is? Files are as follows;

data_TWA/sounds/worlds/twa:

twa.req

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ucft
{
	REQN
	{
		"str"
		"align=2048"

	}
	REQN
	{
		"lvl"
		"twagcw"
	}	
 }
twagcw.req

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ucft
{
	REQN
	{
		"bnk"
		"align=2048"
		"twagcw_custom" --- references .asfx file in sounds/worlds/twa
		"twagcw" --- references .sfx file in sounds/worlds/twa
	}

	REQN
	{
		"config"
		"blaster_sounds" --- references .snd file for custom effect in sounds/worlds/twa
		"all_fly_snowspeeder" references .snd file for snowspeeders in sounds/gcw

	}
 }
twagcw_custom.asfx

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effects\e11_fire.wav    -resample xbox 22050 pc 22050
twagcw.sfx

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// Snowspeeder ----------------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_snowSpder_blaster_fire.wav     -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_snowSpder_towCable_att.wav     -resample xbox 22050 pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_fire.wav    -resample xbox 22050 pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_rls.wav     -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_snowspeeder_hi_lp.wav          -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_snowspeeder_low_lp.wav         -resample xbox 16000 pc 22050
..\..\gcw\effects\eng_snowspeeder_mid_lp.wav         -resample xbox 22050 pc 22050
blaster_sounds.snd

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SoundProperties()
{
    Name("e11fire");
    Group("weapons");
    Inherit("weapon_template");
    SampleList()
    {
        Sample("e11_fire", 1.0);
    }
}
common/scripts/twa/twag_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


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



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

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

conquest:Start()

EnableSPHeroRules()

end


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

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\twa.lvl;twagcw")
ReadDataFile("SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:TWA\\TWA.lvl", "TWA_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
I'm on Windows 10, and I'm using Marvel4's fixed and improved munge files. Any help would be much appreciated.

Re: Adding custom sounds prevents adding stock sounds

Posted: Sun Aug 30, 2015 9:15 pm
by AceMastermind
Welcome to Gametoast!

Your files look ok to me, but until our resident audio expert (Marth) comes around I would say change your twagcw.sfx to this:

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effects\wpn_snowSpder_blaster_fire.wav     -resample pc 44100
effects\wpn_snowSpder_towCable_att.wav     -resample pc 22050
effects\wpn_snowSpder_towCable_fire.wav    -resample pc 22050
effects\wpn_snowSpder_towCable_rls.wav     -resample pc 22050
effects\eng_snowspeeder_hi_lp.wav          -resample pc 22050
effects\eng_snowspeeder_low_lp.wav         -resample pc 22050
effects\eng_snowspeeder_mid_lp.wav         -resample pc 22050
*combine the contents with the twagcw_custom.asfx file*
and find those wav files here:
http://www.gametoast.com/viewtopic.php?f=64&t=28297
then drop them in your effects folder and add them like you did with the blaster.

EDIT
http://www.mediafire.com/download/83ncb ... sounds.zip

Re: Adding custom sounds prevents adding stock sounds

Posted: Sun Aug 30, 2015 10:18 pm
by TehPandemic
So basically I'm adding the snowspeeder sounds as custom effects? Do they have to go in the
effects folder, as the effects prefix wasn't in your altered .sfx

Re: Adding custom sounds prevents adding stock sounds

Posted: Sun Aug 30, 2015 10:38 pm
by AceMastermind
Yep and yep, and I deleted too much, fixed. :)

EDIT
Actually you could combine them in the twagcw_custom.asfx with the blaster stuff.

Re: Adding custom sounds prevents adding stock sounds

Posted: Sun Aug 30, 2015 11:31 pm
by TehPandemic
I gave it a quick go and it did indeed work :) however I really don't fancy having to do this in order to get any missing sounds working, as it's just adding onto the workload that sounds are. I'll create another build tomorrow and see if the issue persists, and I'll post my findings.

EDIT:

Finally had some luck with getting everything to work without manually adding the stock .wav files.

First and foremost, never use the visualmunge-tools sound option, clean and munge manually instead (from _build/sound). This was probably my main cause of the problem.

I also split the main sound req to work with two sub-reqs, one for adding stock sounds and one for custom sounds. It's not needed but I find it easier to work with.

If anyone wants me to write an in depth guide on how to get stock and custom sounds working (I know there are already two, but they are quite old and just quick guides) I'll do it.

Re: Adding custom sounds prevents adding stock sounds

Posted: Mon Aug 31, 2015 1:09 pm
by AceMastermind
TehPandemic wrote:First and foremost, never use the visualmunge-tools sound option...
If you mean the "Sound" option directly above the "Movies" option, then yeah, I don't think either of those work. The "Sound Only" option definitely works, this is how you get your sound lvl file in the "How to add missing shipped sounds" tutorial, i'm not 100% sure about the "Audio Streams" option though.

Re: Adding custom sounds prevents adding stock sounds [Solve

Posted: Mon Aug 31, 2015 4:18 pm
by TehPandemic
I was under the assumption you had to select both "sound" and "sound only" so that probably didn't do me any favours. My only minor problem now is that the AT-AT footstep sounds don't work, nor its idle sounds but it's lasers do.

Thanks for the help though, I'll give your technique a go again and see if it works :)

EDIT: another potential issue is loading sounds for vehicles that aren't yet in your map. I loaded both the ATAT and snowspeeder sounds but only loaded the snowspeeder though LUA and subsequently into my map, and funnily enough the sounds didn't work. After I removed the ATAT sounds from the sfx file (despite it not actually being in the LUA and spawned in my map) the snowspeeder sounds worked.

EDIT 2: if anyone could point me towards where you can alter the default terrain foley for movement that would be great :)