Map.
I cant figure it out. My custom sounds work, but I hit a point, and the game just no longer plays any sounds. I figured out that it was caused by to large of a sound file for that map, but hell, it just doesn't add up. I removed all sounds except 2 that I was having trouble with (when I added them the aforementioned bs happened), and, to my dismay (though I was kinda happy they worked), they worked. Meaning, that it had to do with how much sound you were calling.
After a lot of messing around, and little success, I figured I could munge a sound file and put it into the DATA\_LVL_PC\SOUND folder, which I was almost 100% sure would work - theres files in there over 10 times the size of my current sound file (just to clarify for those who may have a clue as to what I'm screwin up, sound stopped working when my file was anywhere from 1.9mb to 2.3 mb).
Of course, as is clear by me posting here, it didn't work. I mean - it read the file fine from base data, but the moment I added more sound it, same problems as before.
So, I think the best thing I can do is instead of reading all the needed sounds for the whole map (custom or not - I originally did this to keep my .sfx stuff organized, because searching for duplicate entries, though it may not seem such, can be a real pain), read what I can from another map, and then call for the missing stuff, and custom sounds, in my maps file.
But still - I'm confused. That sounds like it would work, and of course only trying it would tell (I would, but it'll take me a bit of time, well, okay not that long, but enough time that I can't do it 'till this weekend), but still - if it messed up reading a 2 mb file in the DATA folder, how in the hell is it going to read a 55 mb file, along with however much my sound file adds up to in the end.
So, I figure, I'd ask here. If anyone has any ideas, I'd greatly appreciate it. Not being able to read all the sound I need will kill my maps down the road.
Thanks in advance,
Parts
Too Much Sound For One...
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PvtParts
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RE: Too Much Sound For One...
It's possible that it's hitting the max memory. Run BF2_modtools, load your level, hit the ~ key, type mem, hit enter. See if your sound memory has anything left.
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PvtParts
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RE: Too Much Sound For One...
Will do. I dont got time tonight but tomorrow I'll give it a try.
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PvtParts
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RE: Too Much Sound For One...
Alright well I typed mem, and as for Sound it said:
But of "pool memory" it said .
So, does this mean I need to adjust the amount of memorypool "music" or something in lua? Im a bit confused, cause I was informed that pools automatically adjust with the map, so editing them in the lua isnt really important (save for things like walkers/flyers etc)...
EDIT: Also, I wanted to say some stuff. Firstly, im pretty sure that this has to do with memory/amount of stuff a map can handle, or perhaps the bf2 engine can handle. I havent messed with any soundstreams or anything, its on the geo music, but that and all the sounds are read straight out of my mods sound stuff. Yes I am talking about custom effects, but I havent been reading anyfiles from other maps. I was asking if that was what I needed to do to free up memory - remove all the stuff that can be called for in another map, and then simply call for the missing sounds, along with the custom sounds from my mods sound folder.
Code: Select all
Sound Memory 1476224 free of 33554432Code: Select all
Pool Memory -2344936 free of 4194304So, does this mean I need to adjust the amount of memorypool "music" or something in lua? Im a bit confused, cause I was informed that pools automatically adjust with the map, so editing them in the lua isnt really important (save for things like walkers/flyers etc)...
EDIT: Also, I wanted to say some stuff. Firstly, im pretty sure that this has to do with memory/amount of stuff a map can handle, or perhaps the bf2 engine can handle. I havent messed with any soundstreams or anything, its on the geo music, but that and all the sounds are read straight out of my mods sound stuff. Yes I am talking about custom effects, but I havent been reading anyfiles from other maps. I was asking if that was what I needed to do to free up memory - remove all the stuff that can be called for in another map, and then simply call for the missing sounds, along with the custom sounds from my mods sound folder.
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PvtParts
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Yes. I've followed everything. And I know it works - just only up to a certain number (as I said between 1.9mb-ish to 2.3 mb-ish is where it stops working, I havent added a bunch of .1mb sounds to see which is the exact number) of sounds. If you all want to take a look at my stuff, I'll zip up my lua, along with the my worlds sound folder.
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PvtParts
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Will do. I'll go back and check everything again (dont mean that to be smart but i want ya to know I have thoroughly looked through everything). And I know some of my things have comments, so I'll remove those too.
I gotta go to sleep, but I have some things I want to tell you about some of the symptoms and reasons for why I was so sure it wasn't related to messed up files.
I gotta go to sleep, but I have some things I want to tell you about some of the symptoms and reasons for why I was so sure it wasn't related to messed up files.
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PvtParts
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Edit: Here's the stuff, dont be alarmed by the data_, I just organized everything like its setup in my mod.
http://files.filefront.com/data_EXPrar/ ... einfo.html
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Woah. Sorry it took so long to reply, I guess I never got the e-mail or saw the thread.
So I've checked again, and also removed all comments, and as soon as I add it it stops working.
What do you mean by downsample? Like How am I to determine the proper resample number for my sfx.
I'll upload the _BUILD\SOUND and SOUND\WORLDS\EXP folders if you wouldn't mind looking at them.
And, just so you know, the sounds that I add (I have done them 1 at a time and still no luck) that make it crash (others do to, but I won't be including them in the .rar) are gunship_beam_fire.wav, gunship_beam_start.wav, and gunship_missle_fire.wav. All of the are 16 bit etc etc, and moreover all are the same format as the other files, which all work.
Also, not that this hasn't been confirmed, but just to let you all know, I have another map (Naboo: Diversion) running with a 2.6 mb sound file, perfectly fine...further proving this isn't memory related. I am willing to munge a new map and copy files over, as this might be the cause of a currupt file.
http://files.filefront.com/data_EXPrar/ ... einfo.html
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Woah. Sorry it took so long to reply, I guess I never got the e-mail or saw the thread.
So I've checked again, and also removed all comments, and as soon as I add it it stops working.
What do you mean by downsample? Like How am I to determine the proper resample number for my sfx.
I'll upload the _BUILD\SOUND and SOUND\WORLDS\EXP folders if you wouldn't mind looking at them.
And, just so you know, the sounds that I add (I have done them 1 at a time and still no luck) that make it crash (others do to, but I won't be including them in the .rar) are gunship_beam_fire.wav, gunship_beam_start.wav, and gunship_missle_fire.wav. All of the are 16 bit etc etc, and moreover all are the same format as the other files, which all work.
Also, not that this hasn't been confirmed, but just to let you all know, I have another map (Naboo: Diversion) running with a 2.6 mb sound file, perfectly fine...further proving this isn't memory related. I am willing to munge a new map and copy files over, as this might be the cause of a currupt file.
