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Posted: Wed Mar 15, 2006 12:48 am
by Captain_Mazda
I need one in clear English...Finnish would be nice too, lol.

SOUND TIP

Posted: Wed Mar 15, 2006 2:17 am
by TAWArtemis
If you follow the guide and it fails try this.

1. Check only SOUND and set sides to EVERYTHING
2. Clean
3. Check only SOUND and set sides to EVERYTHING (again)
4. Munge

Here is the deal. If you fail to set sides to everything the files come out about 50k too small and you have no sound, it must need some of the other munged files?

This is the result of HOURS of testing so don't say I never share. Anyway the guide works if you follow it, but if you fail to do the above and then copy the .lvl from your _lvl_pc folder to the sound folder in your addon level then you will fail.

Hope this helps. I do not have a time to write a guide but I now have 4 custom sound files for my levels that all work.

Posted: Thu Mar 16, 2006 8:14 pm
by Teancum
*Sigh* -- if any of the sound "Vets" would care to help a poor map converter, I could use help with Bespin: Platforms, Tatooine: Dune Sea and Yavin 4: Arena.

Posted: Thu Mar 16, 2006 8:19 pm
by Captain_Mazda
I also stretch out my arms in need of veteran assistance. Help make Saleucami happen, lol.

Posted: Fri Mar 24, 2006 3:14 pm
by froshthewookie
I followed the directions for importing shipped sounds, but now I can't get any sounds working except for the battle dialogue... VisualMunge is reporting all sorts of weird errors... here's my Mungelog:


soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx

Posted: Fri Mar 24, 2006 3:31 pm
by PR-0927
I get that same errors too. Everyone who is having trouble, read my Rise of the Empire #1: New Era Begins Information Thread. It will tell you important knowledge.

- Majin Revan

Posted: Sat Mar 25, 2006 4:56 pm
by froshthewookie
Followed directions... Vehicle sounds still not working...

Posted: Sun Mar 26, 2006 12:43 am
by froshthewookie
OK... Is this line of text correct?

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SOUND\\SHO.lvl;SHOcw")

Or am I only allowed to load sound from one source?
(I'll have more noob-ish sound questions later, I'm sure...)

Posted: Sun Mar 26, 2006 4:05 pm
by froshthewookie
"<<<<<<<<<<<<LOOOK!
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav"

THIS is what I was missing... The quotation mark that goes BEFORE this line... I now got a couple laser sounds working... Still trying to get the walker leg sounds and speeder whistles...

Aaaaaargh this is frustrating...

Posted: Mon Mar 27, 2006 1:49 pm
by froshthewookie
Are these errors ok? Or did I do something wrong?

soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx

soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx

Posted: Mon Mar 27, 2006 4:34 pm
by mnl1121
Rends has been helping me with sounds and he tells me (which is true) that the more sounds u r trying to use results in more errors (that can be disregarded)

meaning that u probably have it right.

Posted: Mon Mar 27, 2006 6:29 pm
by froshthewookie
I just figured... if the game is unable to read my file list, then it would only make sense that my sounds aren't working... I'm still new to this...

Thus far I have the laser sounds working for the AAT and the Republic one man ATST... No matter what I do, the other sounds just won't work... Does anyone have some working example files I could see?

Posted: Mon Mar 27, 2006 6:40 pm
by PR-0927
The sounds will not all work until Psych0fred releases premunged stuff for SWBF II.

- Majin Revan

Posted: Mon Mar 27, 2006 6:54 pm
by froshthewookie
Yes... But at least the sounds from teh vehicles that were in BF1 should work... The ATST sounds should work, and speederbike sounds should work... which aren't working for me...

Posted: Mon Mar 27, 2006 7:21 pm
by PR-0927
All I got working is the AT-RT main gun...

- Majin Revan

Posted: Mon Mar 27, 2006 7:26 pm
by froshthewookie
Really? So I'm not the only one?

I got my Oneman ATST laser and the AAT laser working... that's it..

Are you telling me that's the best I can do until the sound config files are released? That's really crappy...

Posted: Mon Mar 27, 2006 10:26 pm
by mnl1121
froshthewookie wrote:I just figured... if the game is unable to read my file list, then it would only make sense that my sounds aren't working... I'm still new to this...

Thus far I have the laser sounds working for the AAT and the Republic one man ATST... No matter what I do, the other sounds just won't work... Does anyone have some working example files I could see?
well occording to Rends visualmunge doesn't actually realize that the files or there or it can't find it. I don't know. But those errors are nothing.

Sorry i can't explain it but those errors aren't really important.

Posted: Tue Mar 28, 2006 9:26 am
by Rends
MajinRevan wrote:The sounds will not all work until Psych0fred releases premunged stuff for SWBF II.

- Majin Revan
Well that´s quite not correct.

In my Coruscant city (SWBF2) version i got ALL vehicle sounds working and also the gun/cannon sounds (except the Droid Gunship gunnergun)

I also got the sound regions working (example: echo effect in halls)

In TAWpinx RhenVar citadel conversion i got the sound regions working and the windsound outside ( i used the one from Mygeto because there are no Rhen var sounds present in SWBF2)

If it´s not working then there is an error somewhere in your files.

And yes if you get a Sound error after message after munge it doesn´t mean that it will not work. Don´t forget that you don´t have the real sounds in your Modtools they are in the game only. So visual munge probably won´t find them but the game engine will.

Posted: Sat Apr 01, 2006 3:05 pm
by froshthewookie
OK... Can you see what I am doing wrong?

Here is my "sho.req"

Code: Select all

ucft
{
    REQN
    {
        "str"
        "align=2048"
    }
    REQN
    {
        "lvl"
        "shogcw"
        "shocw"
    }
 }
Here is my shogcw.req

Code: Select all

ucft
{
    REQN
    {
        "bnk"
        "align=2048"
        "shogcw"
    }

    REQN
    {
        "config"
	"sho"
	"imp_hover_fightertank"
	"all_hover_combatspeeder"
	"imp_walk_atst"
    }
 }
and here is my shogcw.sfx


Code: Select all

// AT Walker ----------------------------------------------------------------------------------------
// ----- AT Walker Engine ATAT ATST ATTE ------

..\..\global\effects\eng_walker_hi_lp.wav            -resample xbox 22050 pc 22050
..\..\global\effects\eng_walker_mid_lp.wav           -resample xbox 12000 pc 22050
..\..\global\effects\eng_walker_low_lp.wav           -resample xbox 12000 pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01  -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02  -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03  -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04  -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05  -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06  -resample xbox 16000 pc 22050


// ----- AT Walker footsteps ATTE ATAT ATST -----

..\..\global\effects\fs_walker_layerA01.wav     -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav     -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav     -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav     -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav     -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav     -resample xbox 22050 pc 22050

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

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

..\..\global\effects\fs_walker_low01.wav        -resample xbox 16000 pc 22050
..\..\global\effects\fs_walker_low02.wav        -resample xbox 16000 pc 22050
..\..\global\effects\fs_walker_low03.wav        -resample xbox 16000 pc 22050

// ---------------------------------------------------------------------------------------------------------

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav     -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav     -resample xbox 22050 pc 44100

// ---------------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------

..\..\cw\effects\wpn_gunship_laser_fire.wav       -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav         wpn_gunship_laser_lp  -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav         -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav         -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav      -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav   -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav   -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav    -resample xbox 22050 pc 22050

// ---------------------------------------------------------------------------------------------------------------


// Combatspeeder -----------------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav  -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav   -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav    -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav   -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav   -resample xbox 22050 pc 22050

// --------------------------------------------------------------------------------------------------------------

Posted: Sat Apr 01, 2006 3:10 pm
by froshthewookie
Here is my soundmunge.bat

Code: Select all

@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

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



@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

And here is my "_BUILD/Sound/munge.bat"

Code: Select all

@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

"
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav"

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

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

@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

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

@cd ..\..

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

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

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

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

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

:skipglobalbank

@cd _BUILD\Sound

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

:skip_mungelog

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




@endlocal

Any idea what I am doing wrong?!??!?