Issues Hearing New Sounds

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Eaol
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Posts: 510
Joined: Fri Jul 31, 2009 5:49 pm
Games I'm Playing :: SWBF2 and Warframe
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Issues Hearing New Sounds

Post by Eaol »

Hey, I've been having trouble getting some new sounds to work with my sides.

I've finally gotten the sound lvls munging again, and I've changed some odfs to call for some new sound effects I mixed from old BF2 sounds.

I've only gotten the little standard munge errors about some sound shell stuff, and there seem to be no issues on the munging side of things, as far as I can tell.

In spite of this, when I go into the game, all of the weapons whose fire sound effects I've replaced shoot silently. I'm not really sure if it's an issue with the sound effects themselves - as far as I know, they're labelled as 352 kbps, 16-bit PCM 22050 Hz .wav files, mono. I thought I'd ask about this anyway because I recall Anakin having an issue with a few 'bad sound files' which were somehow causing the entire lvl not to do anything.
Marth8880
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Re: Issues Hearing New Sounds

Post by Marth8880 »

Did you normalize the sounds in Audacity? If not, you should do so.
Eaol
Major
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Posts: 510
Joined: Fri Jul 31, 2009 5:49 pm
Games I'm Playing :: SWBF2 and Warframe
Location: Everywhere.

Re: Issues Hearing New Sounds

Post by Eaol »

Well, I had originally created them with WavePad, but when I import them into Audacity and normalize, it seems like they get quieter than they were.

EDIT: I normalized them. Still silence.

Here are my luas and my other stuff:

SWGc_con.lua
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"}
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()

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")
ReadDataFile("dc:ingame.lvl")


SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight (50)

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\\SWG.lvl;swgcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\eaol_republic.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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\eaol_cis.lvl",
"cis_inf_b1droid",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_SBD",
"cis_inf_droideka",
"cis_inf_bxcommando",
"cis_hero_countdooku",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",20, 26},
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 = 32,
reinforcements = 150,
soldier = { "cis_inf_b1droid",20, 26},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_SBD",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass (CIS, "cis_inf_bxcommando",1,2)
AddUnitClass (REP, "rep_hero_anakin",1,1)
AddUnitClass (CIS, "cis_hero_countdooku",1,1)


-- 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("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:SWG\\SWG.lvl", "SWG_conquest")
ReadDataFile("dc:SWG\\SWG.lvl", "SWG_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("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

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
SWGg_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local 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"}



--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()

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")
ReadDataFile("dc:ingame.lvl")



SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)


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\\SWG.lvl;swggcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\eaol_rebels.lvl",
"all_inf_rifleman_desert",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi")

ReadDataFile("dc:SIDE\\eaol_empire.lvl",
"imp_inf_rifleman_desert",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_rifleman_desert",20, 26},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},


},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_rifleman_desert",20, 26},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},

},
}

AddUnitClass (ALL, "all_hero_luke_jedi",1,1)
AddUnitClass (IMP, "imp_hero_bobafett",1,1)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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("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:SWG\\SWG.lvl", "SWG_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

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")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

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")

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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
SWG.asfx
Hidden/Spoiler:
effects\AATmainturret.wav -resample xbox 22050 pc 22050
effects\AATrocketlaunchers.wav -resample xbox 22050 pc 22050
effects\arc170blaster.wav -resample xbox 22050 pc 22050
effects\atatguns.wav -resample xbox 22050 pc 22050
effects\blastcannon.wav -resample xbox 22050 pc 22050
effects\blaster1.wav -resample xbox 22050 pc 22050
effects\blaster2.wav -resample xbox 22050 pc 22050
effects\bobafettblaster.wav -resample xbox 22050 pc 22050
effects\bowcaster2.wav -resample xbox 22050 pc 22050
effects\bulldog.wav -resample xbox 22050 pc 22050
effects\cannon1.wav -resample xbox 22050 pc 22050
effects\chaingunfire.wav -resample xbox 22050 pc 22050
effects\cisblaster.wav -resample xbox 22050 pc 22050
effects\cissniper.wav -resample xbox 22050 pc 22050
effects\cloneblaster.wav -resample xbox 22050 pc 22050
effects\collect.wav -resample xbox 22050 pc 22050
effects\fusioncutter.wav -resample xbox 22050 pc 22050
effects\imperialpistol.wav -resample xbox 22050 pc 22050
effects\imperialshotgun.wav -resample xbox 22050 pc 22050
effects\imperialsniper.wav -resample xbox 22050 pc 22050
effects\jangofettblaster.wav -resample xbox 22050 pc 22050
effects\jedistarfighterblaster.wav -resample xbox 22050 pc 22050
effects\n1cannons.wav -resample xbox 22050 pc 22050
effects\projectile1.wav -resample xbox 22050 pc 22050
effects\rebelblaster.wav -resample xbox 22050 pc 22050
effects\rebelpistol.wav -resample xbox 22050 pc 22050
effects\rebelsniper.wav -resample xbox 22050 pc 22050
effects\republicsniper.wav -resample xbox 22050 pc 22050
effects\snowspeederblaster.wav -resample xbox 22050 pc 22050
effects\stormtrooperblaster.wav -resample xbox 22050 pc 22050
effects\superbattledroidblaster.wav -resample xbox 22050 pc 22050
effects\target.wav -resample xbox 22050 pc 22050
effects\tiefightercannon.wav -resample xbox 22050 pc 22050
effects\trifighterblaster.wav -resample xbox 22050 pc 22050
effects\trifighterlaunchers.wav -resample xbox 22050 pc 22050
effects\turret1.wav -resample xbox 22050 pc 22050
effects\turret2.wav -resample xbox 22050 pc 22050
effects\turret3.wav -resample xbox 22050 pc 22050
effects\vultureblaster.wav -resample xbox 22050 pc 22050
effects\ywingblaster.wav -resample xbox 22050 pc 22050
SWG.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"swggcw"
"swgcw"
}
}
swgcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"SWG"
}

REQN
{
"config"
"SWGchangedeffects"
}
}
swggcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"SWG"
}

REQN
{
"config"
"SWGchangedeffects"
}
}
SWGchangedeffects.snd
Hidden/Spoiler:
// ----- effects template (copied from mass effect mod) ----------
SoundProperties()
{
Name("weapon_template"); // sound name to be called from
Group("weapons"); // sound group
Bus("soundfx"); // audio send bus
Pitch(1.0); // pitch of sound (0.0 to 1.0)
PitchDev(0.08); // variance of pitch (e.g., if Pitch were set to "0.5" and PitchDev to "0.1", sound would play anywhere at pitch of 0.4 to 0.6)
Gain(1.0); // amplification, or volume of sound (0.0 to 1.0)
GainDev(0.1); // variance of gain, see PitchDev
ReverbGain(0.0); //
Pan(0.0); // pan (transition) of sound (-1.0 to 1.0) (e.g., if Pan were set to "0.0", sound would be played at 50% gain through right and left speakers; if Pan were set to "-0.5", sound would be played at 75% gain through left speaker, 25% through right speaker)
RollIn(0.0); //
RollInDistance(1.0); //
MinDistance(1.0); // minimum distance sound gain will begin its drop-off
MuteDistance(5000.0); // distance from source the sound will be muted
MaxDistance(5000.0); // maximum distance the sound may be heard from its original source
RollOff(0.0); // slope of drop-off point graph of sound
Mode3D(1); // whether or not sound is three-dimensional (0 is disabled, 1 is enabled) (e.g., effects and voice overs are typically three-dimensional, meaning they are played through whichever speaker channels are closest to the sound's source relative to the player's position, whereas music and environmental streams are typically two-dimensional, meaning they are constantly played through the same channel(s))
ModeDoppler(0); // doppler effects toggle (0 is disabled, 1 is enabled)
Bias(0.0001); //
Priority(1.0); //
PlayProbability(1.0); // likelihood that the sound will play (0.0 to 1.0)
PlayInterval(0.0); // amount of time that must elapse before the sound may be played again
PlayIntervalDev(0.0); // variance of PlayInterval, see PitchDev
RandomPlayPos(0); //
CyclePlayback(0); // toggle whether or not sound should cycle through list of samples (0 is disabled, 1 is enabled)
SpaceDistance(8.0); //
}


// ----- effects ----------

SoundProperties()
{
Name("cloneblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("cloneblaster", 1.0);
}
}

SoundProperties()
{
Name("imperialshotgun");
Group("weapons");
Inherit("weapon_template");
Gain(1.0)
SampleList()
{
Sample("imperialshotgun", 1.0);
}
}

SoundProperties()
{
Name("republicsniper");
Group("weapons");
Inherit("weapon_template");
Pitch(1.0);
PitchDev(0.05);
SampleList()
{
Sample("republicsniper", 1.0);
}
}

SoundProperties()
{
Name("cisblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("cisblaster", 1.0);
}
}

SoundProperties()
{
Name("cissniper");
Group("weapons");
Inherit("weapon_template");
Pitch(1.0);
PitchDev(0.05);
SampleList()
{
Sample("cissniper", 1.0);
}
}

SoundProperties()
{
Name("chaingunfire");
Group("weapons");
Inherit("weapon_template");
Gain(0.9);
Looping(1);
RollOff(2.0);
SampleList()
{
Sample("chaingunfire", 1.0);
}
}

SoundProperties()
{
Name("stormtrooperblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("stormtrooperblaster", 1.0);
}
}

SoundProperties()
{
Name("imperialsniper");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("imperialsniper", 1.0);
}
}

SoundProperties()
{
Name("bobafettblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("bobafettblaster", 1.0);
}
}

SoundProperties()
{
Name("rebelsniper");
Group("weapons");
Inherit("weapon_template");
Pitch(1.0);
PitchDev(0.0);
SampleList()
{
Sample("rebelsniper", 1.0);
}
}

SoundProperties()
{
Name("blastcannon");
Group("weapons");
Inherit("weapon_template");
Gain(1.0)
SampleList()
{
Sample("blastcannon", 1.0);
}
}

SoundProperties()
{
Name("superbattledroidblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("superbattledroidblaster", 1.0);
}
}

SoundProperties()
{
Name("bulldog");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("bulldog", 1.0);
}
}

SoundProperties()
{
Name("bowcaster2");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("bowcaster", 1.0);
}
}

SoundProperties()
{
Name("imperialpistol");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("imperialpistol", 1.0);
}
}

SoundProperties()
{
Name("rebelblaster");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("rebelblaster", 1.0);
}
}

SoundProperties()
{
Name("rebelpistol");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("rebelpistol", 1.0);
}
}
The sounds: https://www.dropbox.com/s/jgsvb2c2owj5nm4/sounds.zip
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LukeBenVader1
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Re: Issues Hearing New Sounds

Post by LukeBenVader1 »

Instead of 22050 Hz you should put it to 44100 Hz, and amplify the sound slightly. And check your audio options in BF2 to make sure the SFX option isn't turned all the way down.
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Re: Issues Hearing New Sounds

Post by Locutus »

LukeBenVader1 wrote:Instead of 22050 Hz you should put it to 44100 Hz,
I don't think that's necessary, 22050Hz work fine (for me at least).

I've checked your files, it looks all correct.
There are two things I can imagine:

1) Your sounds are still too silent. I've had that issue before... (see here)
I really thought that couldn't be an issue because my sounds were very loud already but it proofed my wrong. I had to increase the volume of my sounds by about 500% or sth. until I was able to hear them ingame.

2) Maybe there's a faulty sound among them causing you to have a corrupt sound lvl.
Any errors in the debug log when you run the map?
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

If you send me those files, I could try and look over them for you. Sounds are a bit tricky, and being organized is very important. It is easy to get lost with all the files and stuff. shoot me a PM with the files and I'll check 'em.
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Re: Issues Hearing New Sounds

Post by Eaol »

https://www.dropbox.com/s/zg75i7kc616sj ... tsssss.zip

There's sort of an updated group of sounds.

I don't think it's one bad file; I've been trying to put one sound in an lvl and no matter which one it is, it is silent.

I noticed that my BF1 tools can easily make an LVL, but when munging it tells me it can't find the ASFX even though it's clearly right there.
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

Well your sounds are fine. It HAS to be the munger. Please post the errors that pop-up. Is the problem that it doesn't create the .lvl file?
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Re: Issues Hearing New Sounds

Post by Eaol »

Well, there's no error log, but it tells me that it can't find the file specified after it says it's munging the .ASFX (this is in a brief commando prompt pop-up; I had to keep doing it about a hundred times just to read the error messages). This is the BF1 munger for sound, and I haven't modified it. If there's a fix for the sound munging in SWBF1 that'd be fantastic. It creates an LVL file even though it says its missing files (but the file named after the ASFX shows up in the munged folder). The sounds do not play in-game.

EDIT: Yes, the commando prompt.

EDIT2: Yes, specifically not finding the .ASFX file even though it creates a .bnk named after it anyway.
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

Have you tried using the BF2 mod tools for sound?
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Re: Issues Hearing New Sounds

Post by Eaol »

The horror caused me to try the BF1 tools after seeing Marth say something to the effect of "the BF1 tools ALWAYS work."
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

Well, If you have the BF2 modtools, I suggest using them after you fix your munge bats. I've gotten it to work and it was fairly painless.
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Re: Issues Hearing New Sounds

Post by Eaol »

Nope, still didn't work. I amplified it ridiculously, too.
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

Could you post the exact steps you took from ground zero with the BF2 tools?
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Re: Issues Hearing New Sounds

Post by Eaol »

1) Fixed the bats as mentioned in the tutorial you linked (I've tried other tuts too - I'm not sure there's a single sound tutorial out there for SWBF2 I haven't read.)

2) Added my LVL to the munge file which listed all the worlds by default.

3) Munged using munge.bat.

3a) All the default sound folders were lacking their wav files, so only mine apparently got as far as munging the reqs, as I suppose should be expected.

4) Ran it in the game. Tested cisblaster.wav. The E-5 rifle was silent. I turned up volume absurdly. Silence.

5) Remunged after amplifying cisblaster.wav by a factor of 3. Silence in-game.

6) Remunged after amplifying cisblaster.wav by a factor of 3. Silence in-game.

7) Remunged after amplifying cisblaster.wav by a factor of 3. Silence in-game.

8) Posted news of my failure on Gametoast.

9) Killed off by Lord Vader.

EDIT: 8 looks like a guy with glasses. I was not being sarcastic there.
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Re: Issues Hearing New Sounds

Post by JimmyAngler »

Um, did you copy the .lvl file from this location C:\BF2_ModTools\data_***\_LVL_PC\Sound and put it into your game folder? (So put it here GameData\addon\***\data\_LVL_PC\Sound)
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Re: Issues Hearing New Sounds

Post by Eaol »

Of course.
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Re: Issues Hearing New Sounds

Post by AceMastermind »

You shouldn't need to copy any files by hand if you use the right batch files.
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