Sound refuses to work.
Posted: Sun Aug 23, 2009 1:26 pm
by bobfinkl
Ok, well I recently decided I had to add sound to my map, so I downloaded everything i needed followed Mav's adding custom sound tut (the old one that's supposed to use the bf1 modtools), and I end up with the sound refusing to work. I have my files in .wav format (352 Kbps, 16 bit, mono, PCM) in my renamed efx folder (downloaded the version Mav put up and renamed to kam since it wouldn't munge EFX), I have the fixed .bats for munging sound.
Here is my lua:
My kam.req:
My kamcw.req:
My kamcw_music_config.snd:
The kamcw_music.mus file:
And lastly my kamcw_music.stm file:
My error log has no errors that weren't in there before I tried to add sound.
Thanks for any help.
Here is my lua:
Hidden/Spoiler:
ReadDataFile("dc:sound\\kam.lvl;kamcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat",
"imp_fly_tieinterceptor")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 64,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",5, 55},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 82,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 55},
assault = { "cis_inf_ep2_rocketeer",1, 20},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 20},
officer = {"cis_inf_ep2_officer",1, 20},
special = { "cis_inf_ep2_jettrooper",1, 10},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
-- 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", 52)
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:CGW\\CFW.lvl", "CFW_conquest")
ReadDataFile("dc:CGW\\CFW.lvl", "CFW_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("dc:sound\\kam.lvl", "kamcw_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", 0)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 0)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(cIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
ReadDataFile("sound\\yav.lvl;yav1cw")
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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat",
"imp_fly_tieinterceptor")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 64,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",5, 55},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 82,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 55},
assault = { "cis_inf_ep2_rocketeer",1, 20},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 20},
officer = {"cis_inf_ep2_officer",1, 20},
special = { "cis_inf_ep2_jettrooper",1, 10},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
-- 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", 52)
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:CGW\\CFW.lvl", "CFW_conquest")
ReadDataFile("dc:CGW\\CFW.lvl", "CFW_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("dc:sound\\kam.lvl", "kamcw_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", 0)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 0)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 0)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "all_tat_amb_defeat")
SetVictoryMusic(cIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "imp_tat_amb_defeat")
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"kamcw_music"
}
REQN
{
"lvl"
"kamcw"
}
}
{
REQN
{
"str"
"align=2048"
"kamcw_music"
}
REQN
{
"lvl"
"kamcw"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"kamcw_music_config"
"kamcw_music"
}
}
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"kamcw_music_config"
"kamcw_music"
}
}
Hidden/Spoiler:
// ----- Republic Music -----
SoundStream()
{
Name("rep_kam_amb_start");
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"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("rep_kam_amb_end");
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("rep_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("rep_kam_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("rep_kam_amb_victory", 1.0);
}
}
//----- CIS Music -----
SoundStream()
{
Name("cis_kam_amb_start");
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("cis_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("cis_kam_amb_end");
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("cis_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("cis_kam_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("cis_kam_amb_victory", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_start");
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"); //.stm file
SegmentList()
{
Segment("rep_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("rep_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("rep_kam_amb_middle", 0.5);
Segment("rep_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("rep_kam_amb_end");
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("rep_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("rep_kam_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("rep_kam_amb_victory", 1.0);
}
}
//----- CIS Music -----
SoundStream()
{
Name("cis_kam_amb_start");
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("cis_kam_amb_start", 1.0);
}
}
SoundStream()
{
Name("cis_kam_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("efxcw_music");
SegmentList()
{
Segment("cis_kam_amb_middle", 0.5);
Segment("cis_kam_amb_middle02", 0.5);
}
}
SoundStream()
{
Name("cis_kam_amb_end");
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("cis_kam_amb_end", 1.0);
}
}
SoundStream()
{
Name("cis_kam_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("cis_kam_amb_victory", 1.0);
}
}
Hidden/Spoiler:
// ----- Republic Music -----
Music()
{
Name("rep_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}
Music()
{
Name("rep_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}
Music()
{
Name("rep_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_end");
}
Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}
// ----- CIS Music -----
Music()
{
Name("cis_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_start");
}
Music()
{
Name("cis_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}
Music()
{
Name("cis_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_end");
}
Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}
Music()
{
Name("rep_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rep_kam_amb_start");
}
Music()
{
Name("rep_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_middle");
}
Music()
{
Name("rep_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_end");
}
Music()
{
Name("rep_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rep_kam_amb_victory");
}
// ----- CIS Music -----
Music()
{
Name("cis_kam_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_start");
}
Music()
{
Name("cis_kam_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_middle");
}
Music()
{
Name("cis_kam_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_end");
}
Music()
{
Name("cis_kam_amb_victory");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(5.0);
MinInactiveTime(5.0);
SoundStream("cis_kam_amb_victory");
}
Hidden/Spoiler:
// ----- Ambient Bleed Music ----------
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
Streams\music1.wav cis_kam_amb_start
Streams\music2.wav cis_kam_amb_middle
Streams\music2.wav cis_kam_amb_middle02
Streams\music3.wav cis_kam_amb_end
Streams\music1.wav rep_kam_amb_start
Streams\music2.wav rep_kam_amb_middle
Streams\music2.wav rep_kam_amb_middle02
Streams\music3.wav rep_kam_amb_end
// ----- Ambient Vehicle Music ----------
//..\nab\Streams\cis_nab1_amb_veh01.wav cis_kam_amb_veh01
//..\nab\Streams\cis_nab1_amb_veh02.wav cis_kam_amb_veh02
//..\nab\Streams\cis_nab1_amb_veh03.wav cis_kam_amb_veh03
//..\nab\Streams\rep_nab1_amb_veh01.wav rep_kam_amb_veh01
//..\nab\Streams\rep_nab1_amb_veh02.wav rep_kam_amb_veh02
//..\nab\Streams\rep_nab1_amb_veh03.wav rep_kam_amb_veh03
// ----- Win Lose Music ----------
Streams\victory.wav rep_kam_amb_victory
Streams\victory.wav cis_kam_amb_victory
Thanks for any help.