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Trouble adding sounds [solved]

Posted: Fri Nov 28, 2008 12:29 pm
by Commander_Fett
I'm having a problem with adding the sound of rain. I've searched the posts here for help, and looked at the Kamino source files, but I can't figure out what's wrong. I made a sound region and made it call the exact same stuff as the Kamino one, and copied over the Kamino sound section, then replaced yav with kam on the sound for the sides, but I get this mungelog:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_AOH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_AOH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_AOH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_AOH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_AOH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_AOH\Sound\shell\shell.sfx
Here's my 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"}



--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("sound\\kam.lvl;kam1cw")
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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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("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:AOH\\AOH.lvl", "AOH_conquest")
ReadDataFile("dc:AOH\\AOH.lvl", "AOH_conquest")
SetDenseEnvironment("false")




-- Sound

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\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")


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, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kam_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "rep_kam_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "cis_kam_amb_defeat")

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

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")


SetAttackingTeam(ATT)

AddDeathRegion("deathregion")


--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
Can anyone please help? (the rain works, there's just no sound)

Re: Trouble adding sounds

Posted: Fri Nov 28, 2008 8:28 pm
by Master_Ben
I don't know if this matters, but are your sound bat files fixed? I get this error all the time when I select all and munge, but it doesn't affect anything. (because I haven't changed any sound stuff).

Re: Trouble adding sounds

Posted: Fri Nov 28, 2008 8:38 pm
by Commander_Fett
What do you mean, fixed?

Re: Trouble adding sounds

Posted: Fri Nov 28, 2008 9:06 pm
by bobfinkl
Why did you make a custom sound file? In your lua you are calling for the stock kam1cw sounds if you want to change that you'll need to change that in your lua.

Re: Trouble adding sounds

Posted: Fri Nov 28, 2008 9:12 pm
by Master_Ben
Commander_Fett wrote:What do you mean, fixed?
I remember that somewhere in a custom sound forum I read breifly (though never followed through with it) in the FAQ that you need to change the soundmungedir.bat or something like that because it is broken in the modding tools. That's why there's a tut by mav on using the swbf modding files for swbf2.

EDIT: Here's Mav's tut: http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a
To quote from it:
Maveritchell wrote:1) Download the BF1 Modtools. I can't make custom ambient music munge in the BF2 tools, even with the fixed munge.bat and soundmungedir.bat (+etc.).
So that's where I saw it. Now the one for BF2: http://www.gametoast.com/forums/viewtop ... =27&t=6166

to quote it:
PR-0927 wrote:
Hidden/Spoiler:
1. Go to BF2_ModTools\data and open up soundmungedir.bat (right-click and choose Edit).

2. Find this line:


Code:
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%


3. Under that line, post this:


Code:
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%


4. Save the file, and repeat the step for the file in your map folders (BF2_ModTools\data_MODID) as well, if you have made any before making the change in BF2_ModTools\data. Make sure you save any changed files.

5. Now, go to BF2_ModTools\data\_BUILD\Sound and edit the munge.bat file. Find this line:


Code:
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A


6. Under it, paste this:


Code:
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A


7. Make sure you save any changed files.
This didn't come out properly in the mod tools so they fixed it here at GT. :yes:

Re: Trouble adding sounds

Posted: Fri Nov 28, 2008 10:09 pm
by Commander_Fett
Wait, so I need to make custom sounds in order to get the Kamino sounds in my map?

Re: Trouble adding sounds

Posted: Sat Nov 29, 2008 12:53 am
by FragMe!
No you don't, you have your lua correct, in order to get kamino sounds you do have to load the kamino sound file as you did.
As for why your rain sound isn't working, well that is another matter. Have a look at the objects on the soundregions layer on kamino they have com_snd_amb_static object with different sound effects, now you may, or may not, need to add some of these to your map. I would suggest trying to add one with the same parameters as one of the gutter ones listed there and see if you get sound. Oh put it somewhere where you can find it easily and away from where the main battle is so you can hear it.

Also you do not have to check the sound boxes on munge if you are not making custom sounds, which you aren't.

Re: Trouble adding sounds

Posted: Sat Nov 29, 2008 12:50 pm
by Commander_Fett
So, I just need to place all the objects in addition to my sound region? That may push my object count, but I'll try.

EDIT: It works now, thanks.