Problem getting missing shipped AAT sounds to work [Solved]

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AQT
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

@Aman/Pinguin: Whatever will help, here you go: http://www.filefront.com/16865147/Sound.7z

@Fragme!: The file I created was actually 2.01 KB to be exact. I'll try loading walker sounds first follow by the AAT sounds then.
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Re: Problem getting missing shipped AAT sounds to work

Post by Aman/Pinguin »

Well, I used exactly the files you uploaded there and my lvl file has a size of 8,00 KB and has working sounds for everything but the main lasers.
Solution for those main lasers seems to be loading the droideka weapon sounds. I looked up "cis_weap_hover_aat_cannon_fire" in cis_hover_aat.snd in BF2_ModTools\data_TES\Sound\cw to find this out:
Hidden/Spoiler:
[code]SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}[/code][/size]

EDIT: Yup, works.

http://www.filefront.com/16866823/fragmessoundstuff.rar

EDIT2: Just noticed you didn't setup your munge.bat for custom sounds at all, how were you able to munge them? oO youre missing this line:

Code: Select all

@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
http://www.filefront.com/16866847/munge.bat

Not sure if that could have something to do with it.
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

fragmesoundstuff :? aqtsoundstuff :D

I guess since I am trying it on a cw map I automatically get the droideka laser sounds so you are correct if you want it to work on any map.
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Re: Problem getting missing shipped AAT sounds to work

Post by Aman/Pinguin »

Oups...sry :D got confused with your blue names. :wink:
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

No problem

I have though decided soundmunge is dumb, I can munge and get proper sound .lvl on one map then take the exact same files (directory actually) copy it to another map do the appropriate name changes and it doesn't work. Now that is just dumb!
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Re: Problem getting missing shipped AAT sounds to work

Post by Aman/Pinguin »

FragMe! wrote:I have though decided soundmunge is dumb, I can munge and get proper sound .lvl on one map then take the exact same files (directory actually) copy it to another map do the appropriate name changes and it doesn't work. Now that is just dumb!
You edited your bat files, right?
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

:yes:
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Re: Problem getting missing shipped AAT sounds to work [Solv

Post by AQT »

Thanks, Pinguin, but I think my mod tools are broken or just one of the .bat files like soundmunge as Frag mentioned. I replaced my current files with the ones you uploaded (munge.bat too), did a clean and then munged Sound and Sound Only. And what do you know, the file was three KB once again. I guess we've gone through every possible thing that could be wrong.

EDIT: Problem solved. The solution was a simple one: all I had to do was copy and paste the cis_hover_aat.snd file into my Sound\worlds\tes folder and munge. And that worked! :D

I'm not sure why that needed to be done but it worked for me.

EDIT2: Does anyone know how get lightsaber sounds to work? Both Pinguin and I tried loading "global_world" in the REQ and the lines pertaining to lightsaber sounds in the SFX but that didn't work. So I tried copying the global_world.snd file into my tes folder but that didn't work either. Any ideas?

EDIT3: I tried an alternative solution and it worked. I loaded a stock sound .lvl in my LUA that has GCW lightsaber sounds and vehicle sounds I needed. In addition to AAT sounds, I also referenced files pertaining to Kashyyyk music, ambient sounds, etc. in my REQ. I guess problem solved then.
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