big problem with efx sound

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LoVe_StOnEd
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big problem with efx sound

Post by LoVe_StOnEd »

hi i have followe this tutorial
http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a
but when i munge with mod tools bf 1
it givs thie error
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file Streams\music1.wav - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\music1.wav, format may be invalid - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\music1.wav - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\music1.wav, format may be invalid - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm - while munging C:\Programme\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
and when i munge with the bf 2 mod tools i have no sound of my map what is wrong ?
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Re: big problem with efx sound

Post by Penguin »

Is your .wav 352 kbps, 16 bit, mono, 22 kHz PCM?
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Re: big problem with efx sound

Post by LoVe_StOnEd »

Penguin wrote:Is your .wav 352 kbps, 16 bit, mono, 22 kHz PCM?
and the MB?
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Re: big problem with efx sound

Post by Jaspo »

Mav forgot to mention...you need to put the .wav files in the streams folder inside the sound folder. Unfortunately, I did it right and my music still doesn't work...and yes, it is the correct format by all requirements listed, and from the looks of it there was no problem with munging it...but I just did it all today so I have yet to look for more solutions to the problem, which is apparently a .lua script issue. Perhaps it's because I'm already loading a different .lvl for flyer and door sounds? It did still give some warnings when I did the bf1 sound munge, though they don't appear to be a problem:

soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file Streams\music1.wav. cis_kam_amb_start will alias rep_kam_amb_start
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Warning : Files line 3 and 4 reference the same source file Streams\music2.wav. cis_kam_amb_middle will alias cis_kam_amb_middle02
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Warning : Files line 3 and 7 reference the same source file Streams\music2.wav. cis_kam_amb_middle will alias rep_kam_amb_middle
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file Streams\music2.wav. cis_kam_amb_middle will alias rep_kam_amb_middle02
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Warning : Files line 5 and 9 reference the same source file Streams\music3.wav. cis_kam_amb_end will alias rep_kam_amb_end
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Warning : Files line 18 and 19 reference the same source file Streams\victory.wav. rep_kam_amb_victory will alias cis_kam_amb_victory
- while munging C:\unsupported_swbf_mod_tools\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm


Also, I was wondering if in the .lua we are supposed to change it to gcw instead of cw on the lines we put in, whether or not I understood correctly that it's supposed to look like this, which really doesn't make much sense:

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

SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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")

and here's those other lines...

ReadDataFile("dc:sound\\efx.lvl;efxgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\sda.lvl;sdagcw")

and

OpenAudioStream("dc:sound\\efx.lvl", "efxgcw_music")
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")

I've tried it with labeling them as efxcw instead, and it didn't work either. This current configuration causes the original music to play. Changing the order of the setambientmusic section or removing the original ambient music assignment entirely
causes nothing to play. I've turned my speakers the whole way up and gone to a quiet corner of the map just to make sure that the sound isn't just extremely quiet, too. And last but not least, yes, I did put the .lvl from the bf1 munge in the correct place in the bf2 addon folder--which also contains three other files: global.lvl, shell.lvl, and sda.lvl. sda.lvl has the flyer and door sounds in it. The other two are there because Rend's tut didn't mention them at all, but he said to move the (sda).lvl file from the munged sound folder to the addon sound folder, and I thought it would be smart to move them along with it... :cpu:
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