End audio stream doesn't play

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Marth8880
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End audio stream doesn't play

Post by Marth8880 »

Note: click HERE for the new problem.

I have decided to add some custom ambient music into my map, so I followed Mav's tutorial precisely. When I start my map, there is no music playing whatsoever, even after changing everything to "SFX" like Mav said to resort to in his tutorial.

BFront2.log
Hidden/Spoiler:
[code]Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:sound\sfx.lvl;sfxcw

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_battledroid_jet2_edit has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_bdroid
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Already know class: cis_inf_bdroid
uf_updateClassIndex(): Added class: drd_inf_jettrooper
uf_updateClassIndex(): Added class: cis_hero_jangofett
uf_updateClassIndex(): Added class: rep_hero_obiwan

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "Music" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: pio pio_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=25a3ab99: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=27a3aebf: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [932f6b6b] has no hardpoint 'hp_fire' [b3ea0ee8]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=28a3b052: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=26a3ad2c: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster3"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
[/code]
PIOc_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")

-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.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("sound\\uta.lvl;uta1cw")
ReadDataFile("dc:sound\\sfx.lvl;sfxcw")
ReadDataFile("dc:sound\\pio.lvl;piocw")
ReadDataFile("dc: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_obiwan",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_rifleman",
"drd_inf_jettrooper",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser")

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

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

AddUnitClass(CIS, "cis_inf_bdroid")
AddUnitClass(CIS, "drd_inf_jettrooper")

SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_obiwan")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 4) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 3) -- 3 oneman atsts with 1 leg pair each
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("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("Music", 110)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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




-- 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("dc:sound\\sfx.lvl", "sfxcw_music")
OpenAudioStream("sound\\uta.lvl", "uta1")
OpenAudioStream("sound\\uta.lvl", "uta1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\uta.lvl", "uta1_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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "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")


--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
[/code]
SFX.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"sfxcw_music"
}
REQN
{
"lvl"
"sfxcw"
}

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

REQN
{
"config"
"sfxcw_music_config"
"sfxcw_music"
}
}[/code]
sfxcw_music.mus
Hidden/Spoiler:
[code]// ----- Republic Music -----

Music()
{
Name("rep_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}

Music()
{
Name("rep_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}

Music()
{
Name("rep_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_end");
}

Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}




// ----- CIS Music -----

Music()
{
Name("cis_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_start");
}

Music()
{
Name("cis_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}

Music()
{
Name("cis_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_end");
}

Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}


[/code]
sfxcw_music.stm
Hidden/Spoiler:
[code]// ----- Ambient Bleed Music ----------
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
[/code]
sfxcw_music_config.snd
Hidden/Spoiler:
[code]// ----- Republic Music -----

SoundStream()
{
Name("rep_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("sfxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("rep_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music");
SegmentList()
{
Segment("rep_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music");
SegmentList()
{
Segment("rep_kam_amb_victory", 1.0);
}
}



//----- CIS Music -----

SoundStream()
{
Name("cis_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music");
SegmentList()
{
Segment("cis_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("sfxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("cis_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music");
SegmentList()
{
Segment("cis_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sfxcw_music");
SegmentList()
{
Segment("cis_kam_amb_victory", 1.0);
}
}
[/code]
Here's how I formatted each stream:
Click ME to watch the video. (if you come to an 501 error page, press F5)
I'm really not quite sure why XVID didn't properly deinterlace this video.
Last edited by Marth8880 on Thu Feb 24, 2011 8:19 pm, edited 5 times in total.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error?

Post by Maveritchell »

Remove that commented-out piece in sfxcw_music_config.snd (the "//.stm file"); it shouldn't need to be there. Ignore what was written about renaming everything to .sfx; that has absolutely zero effect.

I hate to keep saying this, but sounds are touchy. You really just need to soldier through them and keep trying things. Read through this tutorial, too:
http://www.gametoast.com/forums/viewtop ... 27&t=18595

Also, while I don't think your raw sound is what's causing you problems, you can download this sound and use it as a placeholder (for testing). I've used it before and I know it's formatted properly, so you can eliminate your raw sounds as a factor if this also doesn't work. If it does, then you obviously have a problem with the .wav files you're using:
http://www.gamefront.com/files/20032109/bgl_amb_1.wav
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error?

Post by Marth8880 »

I got rid of "//.stm file" and that fixed it. Oh, and I also reverted it all back to EFX.

I have another question: Is it in any way possible to have audio streams be stereo, rather than mono?

EDIT:

I just tried it and it works. My music is now stereo! Now I'm going to see if it will work in 44100 Hz.
Last edited by Marth8880 on Tue Feb 22, 2011 8:20 pm, edited 1 time in total.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error?

Post by Maveritchell »

Marth8880 wrote:I have another question: Is it in any way possible to have audio streams be stereo, rather than mono?
The use of the "352 kbps, 16 bit, mono, 22 kHz PCM" tracks is a legacy instruction from the first sound tutorials. I've honestly never tested anything else - initially, I knew those worked and that was enough, and for the purposes of background music, I really can't see much of a difference. You're welcome to give it a try with different-quality .wav files, though.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error?

Post by Marth8880 »

My tracks all work as Stereo channel, 16-bit, PCM uncompressed, 44100 Hz, WAV format files.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error?

Post by Maveritchell »

Marth8880 wrote:My tracks all work as Stereo channel, 16-bit, PCM uncompressed, 44100 Hz, WAV format files.
That's what I assumed - the real problem is that, as mentioned, sound can be finicky and when people get it to work (myself included), it's easy to latch on to "the way that works" as "the only way it works." Does the sound come through on both channels, or does the munge strip the sound down to a single channel?
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Marth8880 »

Maveritchell wrote:Does the sound come through on both channels, or does the munge strip the sound down to a single channel?
The sound comes through both channels, but I think it strips the quality down to 22050 Hz. I'm not sure, it's almost impossible to hear anyways. Is there any way to increase the volume? It plays at the volume it's supposed to when on my computer, but not in-game, even with the in-game's master and music volume at 100%. Also, the sound stops and doesn't come back when I play as a hero and after I die as one.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Maveritchell »

Marth8880 wrote:Is there any way to increase the volume? It plays at the volume it's supposed to when on my computer, but not in-game, even with the in-game's master and music volume at 100%. Also, the sound stops and doesn't come back when I play as a hero and after I die as one.
You can use the "Gain" parameter to increase it, although that's tricky to use without losing quality. There are a couple other parameters that I think I've looked at before, too - the best thing to do would be to browse through the stock music config files and see what they can use.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Marth8880 »

Maveritchell wrote:You can use the "Gain" parameter to increase it...
I actually tried that for the starting streams before you posted, but it didn't change anything; although, I only increased it to a value of 100.0.

EDIT:

Nevermind; using Audacity, I amplified each stream by about +6.0 decibels, changing that value around to prevent clipping. I can actually hear the streams now! But what about it stopping when I play as a hero?

It also stops after playing the "start" stream.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Maveritchell »

Marth8880 wrote:I actually tried that for the starting streams before you posted, but it didn't change anything; although, I only increased it to a value of 100.0.
That's a ridiculous number for gain and was likely just ignored as some kind of overflow; I would suggest using a much lower number if it is to work:
http://en.wikipedia.org/wiki/Gain
Marth8880 wrote:Nevermind; using Audacity, I amplified each stream by about +6.0 decibels, changing that value around to prevent clipping.
Your best bet will always be to amplify the sound as much as possible (without notable reduction in quality) pre-munge, though. Amplification in Audacity is a good tool: you should always increase up to its maximum possible volume without clipping - sometimes, even allowing a little lossiness at the extremes of the waveform is okay, if it means a beneficial increase in volume.
Marth8880 wrote:But what about it stopping when I play as a hero?
Can only guess at your specific problem, not having heard it. Keep in mind that most heroes have a hero music stream that plays when the hero is spawned, and that may override the streaming music of the game. You can disable this with a .lua parameter (as seen in the stock hero assault script):

Code: Select all

    ScriptCB_EnableHeroMusic(0)
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Marth8880 »

Maveritchell wrote:Can only guess at your specific problem, not having heard it. Keep in mind that most heroes have a hero music stream that plays when the hero is spawned, and that may override the streaming music of the game. You can disable this with a .lua parameter (as seen in the stock hero assault script):

Code: Select all

    ScriptCB_EnableHeroMusic(0)
That worked. But what about when the start stream finishes?
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Maveritchell »

Marth8880 wrote:
Maveritchell wrote:Can only guess at your specific problem, not having heard it. Keep in mind that most heroes have a hero music stream that plays when the hero is spawned, and that may override the streaming music of the game. You can disable this with a .lua parameter (as seen in the stock hero assault script):

Code: Select all

    ScriptCB_EnableHeroMusic(0)
That worked. But what about when the start stream finishes?
Take a look at how assault scripts are set up. If you're going to have a "start," "middle," and "finish" stream setup, you should use three streams. Otherwise, just use the one and set it to run for the whole time.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Marth8880 »

Maveritchell wrote:Take a look at how assault scripts are set up. If you're going to have a "start," "middle," and "finish" stream setup, you should use three streams. Otherwise, just use the one and set it to run for the whole time.
Assault scripts? In your tutorial, you said Assault mode uses one stream, other than the victory audio.
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Re: "Could not open dc:sound\sfx.lvl;sfxcw" error? [Solved]

Post by Maveritchell »

Marth8880 wrote:
Maveritchell wrote:Take a look at how assault scripts are set up. If you're going to have a "start," "middle," and "finish" stream setup, you should use three streams. Otherwise, just use the one and set it to run for the whole time.
Assault scripts? In your tutorial, you said Assault mode uses one stream, other than the victory audio.
Sorry - I honestly wasn't paying attention, I assumed that when you said it cut out after your start stream ended that you meant that you only had audio for the start stream (which is why I said to look at the assault scripts, which only use one audio stream).

Anyway, your problem is that you don't have your sounds set up as looping. There should be a looping parameter in one of the config files, it's currently set to "Looping(0)" and should be "Looping(1)."
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Re: End audio stream doesn't play

Post by Marth8880 »

Marth8880 wrote:
Maveritchell wrote:Sorry - I honestly wasn't paying attention, I assumed that when you said it cut out after your start stream ended that you meant that you only had audio for the start stream (which is why I said to look at the assault scripts, which only use one audio stream).
I figured and it's fine. :)
Maveritchell wrote:Anyway, your problem is that you don't have your sounds set up as looping. There should be a looping parameter in one of the config files, it's currently set to "Looping(0)" and should be "Looping(1)."
I tried it and it worked! Well, at least the start and middle stream did. Now I have every stream's "Priority" value set to 1, and I'll see if it plays then.

Also, do you know what "Mode3D" does? When I enabled it, none of the streams played. I found this info page about it. Do you have any more of your glorious knowledge to help expand upon it?

EDIT:

Ugh, now the third stream doesn't play at all. In fact, I don't think I have ever heard it play in-game; I'm not sure. However, the working streams looped as directed and didn't stop - or, at least, not in the second play-through. It did, however, stop randomly in the first when I played as the Republic. I cannot seem to verify what is causing this to happen! It's not the heroes; I fixed that.
As I said above, the end (third) audio stream doesn't play at all now. Both the start and middle audio streams play and don't ever stop or anything, and the victory audio stream plays as well.

BFront2.log
Hidden/Spoiler:
[code]Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 33

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 34

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 35

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 37

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 38

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 39

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_battledroid_jet2_edit has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_bdroid
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Already know class: cis_inf_bdroid
uf_updateClassIndex(): Added class: drd_inf_jettrooper
uf_updateClassIndex(): Added class: cis_hero_jangofett
uf_updateClassIndex(): Added class: rep_hero_obiwan

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "Music" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: pio pio_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=25a3ab99: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=27a3aebf: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [932f6b6b] has no hardpoint 'hp_fire' [b3ea0ee8]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=28a3b052: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=26a3ad2c: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster3"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
[/code]
PIOc_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")

-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.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("sound\\uta.lvl;uta1cw")
ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("dc:sound\\pio.lvl;piocw")
ReadDataFile("dc: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_obiwan",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_rifleman",
"drd_inf_jettrooper",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser")

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

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

AddUnitClass(CIS, "cis_inf_bdroid")
AddUnitClass(CIS, "drd_inf_jettrooper")

SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_obiwan")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 4) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 3) -- 3 oneman atsts with 1 leg pair each
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("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("Music", 110)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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




-- Sound Stats

ScriptCB_EnableHeroMusic(0)

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("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\uta.lvl", "uta1")
OpenAudioStream("sound\\uta.lvl", "uta1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\uta.lvl", "uta1_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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "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")


--OpeningSateliteShot
AddCameraShot(0.931925, -0.108715, 0.343641, 0.040088, -5.782282, 13.685349, 221.953949);
AddCameraShot(0.358358, -0.010894, -0.933090, -0.028365, -44.763466, 2.160791, 153.530457);
AddCameraShot(0.755659, -0.094642, 0.643067, 0.080541, 162.549301, 19.342003, 249.039520);
AddCameraShot(0.558064, -0.040028, -0.826708, -0.059298, -197.403259, 8.593826, 157.532486);
AddCameraShot(0.995680, -0.092814, 0.002568, 0.000239, -51.045925, 19.905941, 308.196655);
end

[/code]
EFX.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"efxcw_music"
}
REQN
{
"lvl"
"efxcw"
}

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

REQN
{
"config"
"efxcw_music_config"
"efxcw_music"
}
}[/code]
efxcw_music.mus
Hidden/Spoiler:
[code]// ----- Republic Music -----

Music()
{
Name("rep_kam_amb_start");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(50.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}

Music()
{
Name("rep_kam_amb_middle");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(35.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}

Music()
{
Name("rep_kam_amb_end");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(40.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_end");
}

Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}




// ----- CIS Music -----

Music()
{
Name("cis_kam_amb_start");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(50.0);
MinInactiveTime(2.0);
SoundStream("cis_kam_amb_start");
}

Music()
{
Name("cis_kam_amb_middle");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(35.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}

Music()
{
Name("cis_kam_amb_end");
Priority(1.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(40.0);
MinInactiveTime(2.0);
SoundStream("cis_kam_amb_end");
}

Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}


[/code]
efxcw_music.stm
Hidden/Spoiler:
[code]// ----- Ambient Bleed Music ----------
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
[/code]
efxcw_music_config.snd
Hidden/Spoiler:
[code]// ----- Republic Music -----

SoundStream()
{
Name("rep_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("rep_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("rep_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_victory", 1.0);
}
}



//----- CIS Music -----

SoundStream()
{
Name("cis_kam_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_start", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}

SoundStream()
{
Name("cis_kam_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(1);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_end", 1.0);
}
}

SoundStream()
{
Name("cis_kam_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_victory", 1.0);
}
}
[/code]
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: End audio stream doesn't play

Post by Maveritchell »

Try increasing the second parameter in the "end" sections of the music:
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
This will make the end music come in earlier (raising it to .2 might be fine).

It's also worth checking your streams. If you use the raw music file for the end streams for something else, do they work? Do the end streams work if you just switch them around in your .lua (e.g. make the stream labeled "middle" be the last one and vice versa)?
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: End audio stream doesn't play

Post by Marth8880 »

Maveritchell wrote:Try increasing the second parameter in the "end" sections of the music:
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
This will make the end music come in earlier (raising it to .2 might be fine).
0.1 was the original value.
Maveritchell wrote:If you use the raw music file for the end streams for something else, do they work?
What do you mean?
Maveritchell wrote:Do the end streams work if you just switch them around in your .lua (e.g. make the stream labeled "middle" be the last one and vice versa)?
No. However, it played when I switched all references of "music1.wav" and "music2.wav" to "music3.wav" in efxcw_music.stm.

In:

Code: Select all

	 SetAmbientMusic(REP, 1.0, "rep_kam_amb_start",  0,1);
    SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.2, "rep_kam_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end",    2,1);
What do "0,1" , "1,1" , & "2,1" represent? Also, what do "1.0" , "0.8", etc. represent as well?
Jaspo
Command Sergeant Major
Command Sergeant Major
Posts: 282
Joined: Sun Mar 01, 2009 4:34 am
Projects :: AotC DoW+++Boonta Eve Classic
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Contact:

Re: End audio stream doesn't play

Post by Jaspo »

I believe the 1.0, 0.8, 0.2 are percentage values...once the Reps are down to 80% of their reinforcement count, the second music file will begin to play, when it hits 20%, the end music will play, same for the CIS. I suppose that's why assault can only use one audio file; there's no reinforcement count to check. Not sure what the whole numbers indicate.
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