Music streams are still silent!

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Marth8880
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Music streams are still silent!

Post by Marth8880 »

This problem is sort of a follow-up from my previous similar issue with sound streams.

I followed Mav's tutorial precisely, but I have yet to hear any streaming music in-game, even with the music and master volume meters set to 100% alongside all others set to 0%.

All of my WAV files are formatted as PCM uncompressed stereo 44100 Hz, which I know for a fact works because when I somehow got old streams working like I said in the previous thread, they were formatted as such.

Watch this video to see how I formatted my streams, if you may so wish to do.

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: 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\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 41

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 42

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 43

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"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `SetEnemyTeamDifficultyHard' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'

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.

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub45]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub45]
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile[/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()

--This sets the difficulty for both teams.
SetEnemyTeamDifficultyHard(19.0)
SetPlayerTeamDifficultyMedium(9.0)


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()

--This sets the agressiveness for each team.
SetTeamAggressiveness(CIS,(0.94))
SetTeamAggressiveness(REP,(0.92))


--Tell the game to load our loading image.
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

-- Combo Memory Pools
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

-- Side Definitions
ReadDataFile("sound\\uta.lvl;uta1cw") -- vehicle sounds
ReadDataFile("dc:sound\\efx.lvl;efxcw") -- music stream
ReadDataFile("dc:sound\\pio.lvl;piocw") -- STAP and BARC speeder sounds
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")

-- Memory Pools
-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 3) -- 3 oneman AT-STs 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", 50)
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\\efx.lvl", "efxcw") -- music stream
OpenAudioStream("sound\\uta.lvl", "uta1") -- vehicle sound streams start
OpenAudioStream("sound\\uta.lvl", "uta1") -- vehicle sound streams end
-- 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, "efx_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "efx_amb_middle", 1,1)
SetAmbientMusic(REP, 0.3, "efx_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "efx_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "efx_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.3, "efx_amb_end", 2,1)

SetVictoryMusic(REP, "efx_amb_victory")
SetDefeatMusic (REP, "efx_amb_defeat")
SetVictoryMusic(CIS, "efx_amb_victory")
SetDefeatMusic (CIS, "efx_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")


--OpeningSatelliteShot
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]// ----------------- EFX REP Music ----------------------

Music()
{
Name("efx_amb_start");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(10.0);
MaxPlaybackTime(180.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_start");
}

Music()
{
Name("efx_amb_middle");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(20.0);
MaxPlaybackTime(180.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_middle");
}

Music()
{
Name("efx_amb_end");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(19.0);
MaxPlaybackTime(150.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_end");
}

Music()
{
Name("efx_amb_victory");
Priority(9.0);
FadeInTime(0.5);
FadeOutTime(0.5);
MinPlaybackTime(10.0);
MaxPlaybackTime(360.0);
MinInactiveTime(35.0);
SoundStream("efx_amb_victory");
}

Music()
{
Name("efx_amb_defeat");
Priority(9.0);
FadeInTime(0.0);
FadeOutTime(5.0);
MinPlaybackTime(7.0);
MaxPlaybackTime(360.0);
MinInactiveTime(35.0);
SoundStream("efx_amb_defeat");
}

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

Music()
{
Name("efx_amb_start");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(10.0);
MaxPlaybackTime(180.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_start");
}

Music()
{
Name("efx_amb_middle");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(20.0);
MaxPlaybackTime(180.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_middle");
}

Music()
{
Name("efx_amb_end");
Priority(1.0);
FadeInTime(0.1);
FadeOutTime(0.1);
MinPlaybackTime(19.0);
MaxPlaybackTime(150.0);
MinInactiveTime(5.0);
SoundStream("efx_amb_end");
}

Music()
{
Name("efx_amb_victory");
Priority(9.0);
FadeInTime(0.5);
FadeOutTime(0.5);
MinPlaybackTime(10.0);
MaxPlaybackTime(360.0);
MinInactiveTime(35.0);
SoundStream("efx_amb_victory");
}

Music()
{
Name("efx_amb_defeat");
Priority(9.0);
FadeInTime(0.0);
FadeOutTime(5.0);
MinPlaybackTime(7.0);
MaxPlaybackTime(360.0);
MinInactiveTime(35.0);
SoundStream("efx_amb_defeat");
}

// ----------------- CW Hero Music ----------------------

Music()
{
Name("efx_amb_hero_obiwan");
Priority(8.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MaxPlaybackTime(600.0);
MinInactiveTime(20.0);
SoundStream("efx_amb_hero_obiwan");
}

Music()
{
Name("efx_amb_hero_jango");
Priority(8.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MaxPlaybackTime(600.0);
MinInactiveTime(20.0);
SoundStream("efx_amb_hero_jango");
}

[/code]
efxcw_music_config.snd
Hidden/Spoiler:
[code]// ----------------- EFX REP Music ----------------------

SoundStream()
{
Name("efx_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);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("efx_amb_start01", 0.25);
Segment("efx_amb_start02", 0.25);
Segment("efx_amb_start03", 0.25);
Segment("efx_amb_start04", 0.25);
}
}

SoundStream()
{
Name("efx_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("efx_amb_middle01", 0.166);
Segment("efx_amb_middle02", 0.166);
Segment("efx_amb_middle03", 0.166);
Segment("efx_amb_middle04", 0.166);
Segment("efx_amb_middle05", 0.166);
Segment("efx_amb_middle06", 0.166);
}
}

SoundStream()
{
Name("efx_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);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("efx_amb_end01", 0.2);
Segment("efx_amb_end02", 0.2);
Segment("efx_amb_end03", 0.2);
Segment("efx_amb_end04", 0.2);
Segment("efx_amb_end05", 0.2);
}
}

SoundStream()
{
Name("efx_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("efx_amb_victory", 1.0);
}
}

SoundStream()
{
Name("efx_amb_defeat");
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("efx_amb_defeat", 1.0);
}
}

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

SoundStream()
{
Name("efx_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);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("efx_amb_start01", 0.25);
Segment("efx_amb_start02", 0.25);
Segment("efx_amb_start03", 0.25);
Segment("efx_amb_start04", 0.25);
}
}

SoundStream()
{
Name("efx_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("efx_amb_middle01", 0.166);
Segment("efx_amb_middle02", 0.166);
Segment("efx_amb_middle03", 0.166);
Segment("efx_amb_middle04", 0.166);
Segment("efx_amb_middle05", 0.166);
Segment("efx_amb_middle06", 0.166);
}
}

SoundStream()
{
Name("efx_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);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("efx_amb_end01", 0.2);
Segment("efx_amb_end02", 0.2);
Segment("efx_amb_end03", 0.2);
Segment("efx_amb_end04", 0.2);
Segment("efx_amb_end05", 0.2);
}
}

SoundStream()
{
Name("efx_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("efx_amb_victory", 1.0);
}
}

SoundStream()
{
Name("efx_amb_defeat");
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("efx_amb_defeat", 1.0);
}
}

// ----------------- CW Hero Music ----------------------

SoundStream()
{
Name("efx_amb_hero_obiwan");
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("efx_amb_hero_obiwan", 1.0);
}
}

SoundStream()
{
Name("efx_amb_hero_jango");
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("efx_amb_hero_jango", 1.0);
}
}
[/code]
efxcw_music.stm
Hidden/Spoiler:
[code]// ----- Ambient Bleed Music ----------
Streams\efx_amb_start01.wav efx_amb_start01
Streams\efx_amb_start02.wav efx_amb_start02
Streams\efx_amb_start03.wav efx_amb_start03
Streams\efx_amb_start04.wav efx_amb_start04
Streams\efx_amb_middle01.wav efx_amb_middle01
Streams\efx_amb_middle02.wav efx_amb_middle02
Streams\efx_amb_middle03.wav efx_amb_middle03
Streams\efx_amb_middle04.wav efx_amb_middle04
Streams\efx_amb_middle05.wav efx_amb_middle05
Streams\efx_amb_middle06.wav efx_amb_middle06
Streams\efx_amb_end01.wav efx_amb_end01
Streams\efx_amb_end02.wav efx_amb_end02
Streams\efx_amb_end03.wav efx_amb_end03
Streams\efx_amb_end04.wav efx_amb_end04
Streams\efx_amb_end05.wav efx_amb_end05

// ----- Win Lose Music ----------
Streams\efx_amb_victory.wav efx_amb_victory
Streams\efx_amb_defeat.wav efx_amb_defeat

// ----- Hero Music ----------
Streams\efx_amb_hero_obiwan.wav efx_amb_hero_obiwan
Streams\efx_amb_hero_jango.wav efx_amb_hero_jango
[/code]
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Music streams are still silent!

Post by Maveritchell »

Did I misunderstand you in the other thread? As far as I could tell, you had streaming music working without any problems there:
Marth8880 wrote: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.
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: Music streams are still silent!

Post by Marth8880 »

Maveritchell wrote:Did I misunderstand you in the other thread? As far as I could tell, you had streaming music working without any problems there.
No, you understood me well. I'm just trying again with custom music and it doesn't work this time, even with that "//.stm" piece removed.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Music streams are still silent!

Post by Maveritchell »

Marth8880 wrote:
Maveritchell wrote:Did I misunderstand you in the other thread? As far as I could tell, you had streaming music working without any problems there.
No, you understood me well. I'm just trying again with custom music and it doesn't work this time, even with that "//.stm" piece removed.
Getting music working is a multi-faceted process, and there's not really an easy way to tell at a glance what the problem is. Usually when I am building a new sound .lvl, I start by copying over config files that work and simply renaming them all. That way you know that they're working. If this is what you've done, it's likely one of your munge batch files isn't properly configured or you have done something silly like made a .lua mistake or forgotten to copy the munged .lvl to the right place.
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: Music streams are still silent!

Post by Marth8880 »

Maveritchell wrote:...it's likely one of your munge batch files isn't properly configured...
I did it using the mod tools for BF1, so this shouldn't be a problem.

EDIT:

I tried starting from scratch with the EFX folder from your tutorial and did as you said by changing the names of things, and I even followed the tutorial alongside of this. Yet I'm getting the same results: no music.
Post Reply