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sfx file not generating bnk file

Posted: Tue Jul 10, 2012 12:35 pm
by GAB
Well, I already created a topic about this but I think could be more specific.

My problem is that, when munging sound, the .sfx file does not generate the .bnk file it should (as far as I know sfx--->bnk) in the data_TES\_BUILD\Sound\worlds\tes\MUNGED\pc folder (TES is the modID), consequently, some effects are not played ingame.

I did edit the munge.bat as well as the other .bat files (soundmunge and soundmungedir) as recommended on tutorials. I also tried munging in BFBuilder but nothing there either.

Also, when I leave the .sfx file blank, it generates a 16 bytes .bnk, but when you put anything there, no .bnk is generated when munging. All the files that are in the config section of the .req below are in the Data_TES\Sound\worlds\tes folder (.ffx and .snd files)

Here is the .sfx (tescw.sfx)
Hidden/Spoiler:
// Trooper Foley ----------------------------------------------------------------------------------------------------------
// Terrain Independent Foley
..\..\global\effects\mvt_trooper_squat.wav -resample pc 22050

//-- snow - Walkways etc.
..\..\global\effects\mvt_trooper_getup_snow.wav -resample pc 22050
..\..\global\effects\mvt_trooper_jump_snow.wav -resample pc 22050
..\..\global\effects\mvt_trooper_land_snow.wav -resample pc 22050
..\..\global\effects\mvt_trooper_snow_lgBF_01.wav -resample pc 22050
..\..\global\effects\mvt_trooper_snow_lgBF_02.wav -resample pc 22050
..\..\global\effects\mvt_trooper_snow_lgBF_03.wav -resample pc 22050
..\..\global\effects\mvt_trooper_snow_smBF.wav -resample pc 22050
..\..\global\effects\mvt_trooper_lie_snow.wav -resample pc 22050
..\..\global\effects\mvt_trooper_roll_snow.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_L01.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_L02.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_L03.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_L04.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_R01.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_R02.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_R03.wav -resample pc 22050
..\..\global\effects\mvt_trooper_run_snow_R04.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_L01.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_L02.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_L03.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_L04.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_R01.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_R02.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_R03.wav -resample pc 22050
..\..\global\effects\mvt_trooper_walk_snow_R04.wav -resample pc 22050
..\..\global\effects\mvt_trooper_stop_snow.wav -resample pc 22050

// Soldier Foley Effects --------------------------------------------------------------------------------------------------
// Terrain Independent Foley
..\..\gcw\effects\mvt_Soldier_squat.wav -resample pc 22050

//-- snow - Walkways etc.
..\..\gcw\effects\mvt_Soldier_getup_snow.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_jump_snow.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_land_snow.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_snow_lgBF_01.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_snow_lgBF_02.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_snow_smBF.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_lie_snow.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_roll_snow.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_L01.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_L02.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_L03.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_L04.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_R01.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_R02.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_R03.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_run_snow_R04.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_L01.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_L02.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_L03.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_L04.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_R01.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_R02.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_R03.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_walk_snow_R04.wav -resample pc 22050
..\..\gcw\effects\mvt_Soldier_stop_snow.wav -resample pc 22050

// BDroid Foley Effects -------------------------------------------------------
// Terrain Independent Foley
..\..\cw\effects\mvt_BDroid_squat.wav -resample pc 22050

//-- snow - Walkways etc.
..\..\cw\effects\mvt_BDroid_getup_snow.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_jump_snow.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_land_snow.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_snow_smBF.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_lie_snow.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_roll_snow.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_L01.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_L02.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_L03.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_L04.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_R01.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_R02.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_R03.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_run_snow_R04.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_L01.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_L02.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_L03.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_L04.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_R01.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_R02.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_R03.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_walk_snow_R04.wav -resample pc 22050
..\..\cw\effects\mvt_BDroid_stop_snow.wav -resample pc 22050

// SBDroid Foley Effects -------------------------------------------------------
// Terrain Independent Foley
..\..\cw\effects\mvt_SBDroid_squat.wav -resample pc 22050

..\..\cw\effects\mvt_SBDroid_getup_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_jump_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_land_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_lgBF_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_smBF_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_lie_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_roll_Snow.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_L01.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_L02.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_L03.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_L04.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_R01.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_R02.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_R03.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_run_Snow_R04.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_L01.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_L02.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_L03.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_L04.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_R01.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_R02.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_R03.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_walk_Snow_R04.wav -resample pc 22050
..\..\cw\effects\mvt_SBDroid_stop_Snow.wav -resample pc 22050

// AAT ----------------------------------------------------------------------------------------------c
..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
..\..\cw\effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050

// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE
..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 16000 pc 22050

// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 12000 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 12000 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 12000 pc 22050

//AT-RT Weapon Sounds--------------------------------------------------------------------
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050
tescw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"tescw"
}
REQN
{
"config"
"tes"
"cis_hover_aat"
"rep_walk_atrt"
"imp_walk_atst"
"cw_foley_snow_config"
"cw_foley_snow"
"cw_foley_stone_config"
"cw_foley_stone"
"cw_foley_metal_config"
"cw_foley_metal"
"tescw_foley"
}
}
tes.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}
here is the munge.bat I'm using:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}
here is the soundmunge.bat:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}

Re: sfx file not generating bnk file

Posted: Tue Jul 10, 2012 1:27 pm
by Dreadnot9
GAB wrote: here is the munge.bat I'm using:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}
here is the soundmunge.bat:
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}
I'm no expert on munging sound, but shouldn't your munge.bat look more like:
Hidden/Spoiler:
@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion

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

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

@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

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

@cd ..\..

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

@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template

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

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

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

:skipglobalbank

@cd _BUILD\Sound

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

:skip_mungelog

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

@endlocal
And your soundmunge.bat look like:
Hidden/Spoiler:
@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
Once again though, haven't really done much with sound before, so please correct me if I'm wrong.

EDIT: Considering it's the same as your tes.req it may have just been a copy & paste error.

Re: sfx file not generating bnk file

Posted: Tue Jul 10, 2012 2:18 pm
by GAB
No. If these sound bats you said are used, not a single sound file will be munged.

As far as I know, the soundmunge.bat needs to have these lines in order to know where are the files to be munged.

Code: Select all

@call soundmungedir _BUILD\sound\worlds\tes\%MUNGE_DIR% sound\worlds\tes sound\worlds\tes\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tes
And the munge.bat has to have this line.

Code: Select all

@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template -stub c:\windows\media\chord.wav
According to what I've read, this line tells Visual Munge to not munge the actual sound files (since they weren't released with ModTools), but to save a pointer to them instead. I believe these pointers are stored in the .bnk file, which in my case, is not being generated. I'd like to know why.