Error when munging sound

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GAB
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Error when munging sound

Post by GAB »

Recently I've been building a supplementary sound.lvl for my map. I managed to munge soundstreams perfectly and I can hear them ingame, but when I try to munge the .sfx file to add the AAT and AT-RT sounds I get the following errors:
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
soundflmunge.exe : Error : Unable to read file list D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
soundflmunge.exe : Error : Unable to read file list D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx - while munging D:\BF2_ModTools\data_TES\Sound\worlds\tes\tescw.sfx
tescw.sfx
Hidden/Spoiler:
// AAT ----------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\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
#endifplatform xbox pc

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

// AT Walker Engine ATAT ATST ATTE
#ifplatform xbox pc
..\..\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
#endifplatform xbox pc

// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\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
#endifplatform xbox pc
tescw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"tescw"
}

REQN
{
"config"
"tes"
"cis_hover_aat"
"rep_walk_atrt"
}
}
tes.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"tes1"
}
REQN
{
"lvl"
"tescw"
"tesgcw"
}
}
With these errors I can still hear the ambient soundstreams but the AAT and AT-RT make no sounds.
Marth8880
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Re: Error when munging sound

Post by Marth8880 »

Are there any sound bank (.bnk) files in data_TES\_BUILD\Sound\munged\PC\? Refer to this: viewtopic.php?f=27&t=28101

Alternatively, you could use a different stock sound .lvl that has AATs natively for your map and munge custom sound streams with the SWBF1 Mod Tools (which I will help you with). Could you also post your LUA, please?


EDIT:

Found you a sound stream: http://www.freesound.org/people/martypinso/sounds/22606/

And then here it is normalized and ready for Battlefront: https://dl.dropbox.com/u/38430663/SWBF2/amb_snowstorm.wav
Last edited by Marth8880 on Fri Jun 29, 2012 3:00 pm, edited 1 time in total.
razac920
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Re: Error when munging sound

Post by razac920 »

I had the same problem -- Did you copy over the munge.bat (from the FAQ's Tutorial) in the _BUILD/Sound folder? Because that was written before the vista/windows 7 munge fix. Try replacing your munge.bat in _BUILD/Sound with this:
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

@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template -stub c:\windows\media\chord.wav
@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

@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
I started with the munge fix's version of this munge.bat, and THEN made the same changes that the Tutorial made to get it to function.
AQT
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Re: Error when munging sound

Post by AQT »

I had the same problem: http://www.gametoast.com/forums/viewtop ... 35#p402635

See the first edit. It might be the same case for you here. Also, those errors you posted come up all the time, but they don't really mean anything.
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GAB
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Re: Error when munging sound

Post by GAB »

Marth8880 wrote:Are there any sound bank (.bnk) files in data_TES\_BUILD\Sound\munged\PC\?
Nope. Just a .str file, a .config file and two lvls.
Marth8880 wrote:Could you also post your LUA, please?
Here goes. This is the LUA of the testmap I created to make the sound.lvl
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


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



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

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

conquest:Start()

EnableSPHeroRules()

end


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

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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

ReadDataFile("dc:sound\\tes.lvl;tescw")
ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("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_anakin",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "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_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("dc:sound\\tes.lvl", "tes1")
OpenAudioStream("dc:sound\\tes.lvl", "tes1")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
And thanks for the other suggestions guys, I gonna try them. Oh and nice soundstream Marth. I'll see if it gets good.

EDIT: Razac920 and AQT, I tried what you guys recommended but still no sounds, no .bnk file and still those errors (even though they're irrelevant according to AQT :P).

Anyway, I gonna keep trying things here... I'll tell if I get something.
Marth8880
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Re: Error when munging sound

Post by Marth8880 »

Well, I meant the LUA for your actual map. What I'm thinking is you could load a stock sound lvl that already contains AAT sounds and then you could create a custom lvl with the blizzard sound stream.
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GAB
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Re: Error when munging sound

Post by GAB »

Oh, I've been thinking about that. The problem is that I have 4 different vehicles on the CW era: The IFT-X, AAT, AT-RT and the Droid Armoured Tank. I can't think of a lvl that has sounds for all these vehicles natively. At least one will have to be supplemented with a custom sound lvl.

Currently I'm using the kashyyyk lvl, which has the droid tank and the IFT-X. I'm thinking about changing it to the utapau's lvl which has the AAT, AT-RT and the IFT-X, but I'm also with the foley effects in mind. Utapau's terrain foley is stone. Kashyyyk's is dirt. Dirt sounds better for snow, although I can actually include the actual snow foley in the custom lvl and use the utapau's lvl with no problems, but that would require some more time.

Also, even if that were done, I still would have a vehicle with missing sounds which would be the Droid tank.

My purpose of making this additional sound lvl is to add the soundstreams, soundspaces and to add the missing vehicle sounds to the map.

And oh, here is the Alzoc 3 lua for the CW conquest.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()

SetProperty("entry_door1", "IsLocked", 1)
SetProperty("entry_door2", "IsLocked", 1)


--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"}



--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:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")

end


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

ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")

SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight (20)
AISnipeSuitabilityDist(15)

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

ReadDataFile("dc:sound\\al3.lvl;tescw")
ReadDataFile("sound\\kas.lvl;kas2cw")

ReadDataFile("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_kiyadimundi",
"rep_hover_fightertank",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDE\\ren.lvl")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_tread_snailtank",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\cin.lvl")

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

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",8, 24},
assault = { "rep_inf_ep3_rocketeer",4, 8},
engineer = { "rep_inf_ep3_engineer",4, 8},
sniper = { "rep_inf_ep3_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",8, 24},
assault = { "cis_inf_rocketeer",4, 8},
engineer = { "cis_inf_engineer",4, 8},
sniper = { "cis_inf_sniper",1, 3},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 256)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AL3\\AL3.lvl", "AL3_conquest")
ReadDataFile("dc:AL3\\AL3.lvl", "AL3_conquest")
SetDenseEnvironment("true")
SetAIViewMultiplier(0.85)


-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("dc:sound\\al3.lvl", "tes1")
OpenAudioStream("dc:sound\\al3.lvl", "tes1")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.690961, -0.023666, 0.722081, 0.024732, -90.000000, 6.373174, 259.261047);

end
(I just hope I managed to state what I wanted clearly in that post. You know, I'm not very proficient in putting in a text what I want to say :roll: )
Last edited by GAB on Tue Jul 03, 2012 10:03 am, edited 1 time in total.
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: Error when munging sound

Post by Marth8880 »

Screw it. I'm just going to do what I've been wanting to do for a long, long time and extract all of the stock vehicle sounds and make 'em available in unmunged and munged formats and junk. I'll start with your junk. :rendeer:
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ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
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Re: Error when munging sound

Post by ARCTroopaNate »

If you could do that, I'd forgive you! :D
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And love you forever but let's not go there. :wink:
THEWULFMAN
Space Ranger
Posts: 5557
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Projects :: Evolved 2
Location: Columbus, Ohio
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Re: Error when munging sound

Post by THEWULFMAN »

Forgive him for what, exactly? :?
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GAB
1st Lieutenant
1st Lieutenant
Posts: 431
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Re: Error when munging sound

Post by GAB »

Marth8880 wrote:Screw it. I'm just going to do what I've been wanting to do for a long, long time and extract all of the stock vehicle sounds and make 'em available in unmunged and munged formats and junk. I'll start with your junk. :rendeer:
Ok. I'd be thankful if you could do that. I can't get the effects no matter what I do. I even tried munging with BFBuilder but no luck.
Marth8880 wrote:
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I support that.
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