Sound Issues

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Rippentuck

Sound Issues

Post by Rippentuck »

Hi all,

Okay, I need to get all my sound issues sorted out once and for all, and my map will pretty much be done. I've learned some about sound elsewhere (and got some of it to work), but was diverted off course by the crisis I was having at the time (and which Fred solved). I'm not a sound professional, so if anyone can help, please put your instructions in "go to this file and do this, then go there and do this" format, lol. I'll ask one thing at a time, rather than try to mention everything. Fred, feel free to chime in once again, but like I said, pleeease keep it in low-tech terms, because sometimes the jargon goes over my head. :)

Here's my question:
I have both eras playable in my map. For CW, I'm using Nab1 base sounds to cover vehicles. In GCW, I'm using Yav2 for the base sounds. What I want to do is create an ambient forest sound that will apply to both eras (i.e., a global ambient sound). Can someone give me some step by step instructions on how to do that, where to move the sound files, etc.? Note: I currently have all sound files (st4, stm, snd) in my datamodid/sound/worlds/modid folder, and have tried to edit my reqs correctly, but I'm getting the "missing files" message about .str files during the munge. In other words I'm sorta lost. Can someone help? I'd greatly appreciate it. My Xfire ID is Rippentuck if someone wants to use that.


Rip
Rippentuck

RE: Sound Issues

Post by Rippentuck »

Hey Fred,

Don't have time right now to write much (will do so tomorrow), but real quick: I think I'll follow your advice and just use Yavin for both eras' base sounds. My question for now is, if I were to do this, would that affect the music too (which I have working), or is that completely separate from your base sounds?

Rip
Rippentuck

RE: Sound Issues

Post by Rippentuck »

Fred,

If I'm using Yav1for base sounds for both eras, and want to use soundstream regions for the ambient sounds, do I just copy files like yav1.snd and yav1.st4 into my datamodid/sound/worlds/modid folder, or do I copy the particular sounds from those files into mine without copying the whole file over? Currently I just have copies of those yav1 files residing in the above mentioned folder, and if I'm using that world for base sounds I shouldn't have to do anything else for that, correct?


Rip
Rippentuck

RE: Sound Issues

Post by Rippentuck »

Fred, I've switched everything over to Yav1, including references in the luas. I know I still have more to do, but right now I'm getting the following errors:

C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\Rippen1gcw.sfx
soundflmunge.exe : Error : Unable to open file Streams\all_yav_amb_start.wav - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yavgcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\all_yav_amb_start.wav, format may be invalid - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yavgcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yavgcw_music.stm - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yavgcw_music.stm
soundflmunge.exe : Error : Unable to open file streams\amb_yavinForest_fnt.wav - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\Rippen1.st4
soundflmunge.exe : Error : Unable to open file streams\amb_yavinForest_fnt.wav, format may be invalid - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\Rippen1.st4
soundflmunge.exe : Error : Unable to read file list C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\Rippen1.st4 - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\Rippen1.st4
soundflmunge.exe : Error : Unable to open file streams\amb_yavinForest_fnt.wav - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yav1.st4
soundflmunge.exe : Error : Unable to open file streams\amb_yavinForest_fnt.wav, format may be invalid - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yav1.st4
soundflmunge.exe : Error : Unable to read file list C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yav1.st4 - while munging C:\LucasArts\BFBuilder\DataRippen1\Sound\worlds\Rippen1\yav1.st4


What does this tell you?


Rip
Rippentuck

RE: Sound Issues

Post by Rippentuck »

Fred,

I'm posting the contents of my sound reqs and the relevant sections of my mission luas in the hopes that you can find the things that are missing and/or not consistent with other things. The vehicles listed are what was there before, they are the vehicles whose sounds I need. I still have their same vehicle sound effects in the sfx folders as before, but I'll need to know what to add to the various reqs in order to call them. Note that I've switched everything over to Yav1 for base sounds. I just need to know what else I need to do in order to add ambient forest, river, and fountain soundregions (and still keep the vehicle sounds). I also need to know where to put the yav1.st4 and .snd files.


Rippen1.req (global sound req):

ucft
{
REQN
{
"str"
"align=2048"
"yavgcw_music"
"yavcw_music"
"yav1gcw"
"yav1cw"
}
REQN
{
"lvl"
"Rippen1gcw"
"Rippen1cw"

}

}

=====================================

Rippen1a.lua (sound and music sections only):

--start soundlvl
ReadDataFile("sound\\yav.lvl;yav1gcw");
ReadDataFile("dc:sound\\Rippen1.lvl;Rippen1gcw")
--end soundlvl

--start soundconfig
OpenAudioStream("sound\\yav.lvl", "yavgcw_music");
OpenAudioStream("sound\\yav.lvl", "yav1");
OpenAudioStream("sound\\yav.lvl", "yav1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_yav_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_yav_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_yav_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_yav_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_yav_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_yav_amb_end",2,1);
SetVictoryMusic(ALL,"all_yav_amb_victory");
SetDefeatMusic (ALL,"all_yav_amb_defeat");
SetVictoryMusic(IMP,"imp_yav_amb_victory");
SetDefeatMusic (IMP,"imp_yav_amb_defeat");

----------------------------------------------------------------

Rippen1gcw.req:

ucft
{
REQN
{
"bnk"
"align=2048"
"Rippen1gcw"
}

REQN
{
"config"
"all_fly_snowspeeder"
"all_hover_combatspeeder"
"imp_walk_atat"
"imp_walk_atst"
"imp_hover_speederbike"
"yav1"
"yav1gcw"
}
}

=========================================

Rippen1c.lua (sound and music sections only)

--start soundlvl
ReadDataFile("sound\\yav.lvl;yav1cw");
ReadDataFile("dc:sound\\Rippen1.lvl;Rippen1cw");
--end soundlvl

--start soundconfig
OpenAudioStream("sound\\nab.lvl","yavcw_music");
OpenAudioStream("sound\\nab.lvl","yav1");
OpenAudioStream("sound\\nab.lvl","yav1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2, "Repleaving");
SetOutOfBoundsVoiceOver(1, "Cisleaving");
SetAmbientMusic(CIS,1.0,"cis_yav_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_yav_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_yav_amb_end",2,1);
SetAmbientMusic(REP,1.0,"rep_yav_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_yav_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_yav_amb_end",2,1);
SetVictoryMusic(CIS,"cis_yav_amb_victory");
SetDefeatMusic (CIS,"cis_yav_amb_defeat");
SetVictoryMusic(REP,"rep_yav_amb_victory");
SetDefeatMusic (REP,"rep_yav_amb_defeat");

-------------------------------------------------------------------------

Rippen1cw.req:

ucft
{
REQN
{
"bnk"
"align=2048"
"Rippen1cw"
}

REQN
{
"config"
"cis_hover_aat"
"cis_hover_stap"
"rep_hover_speederbike"
"rep_hover_fightertank"
"rep_fly_jedifighter"
"yav1"
"yav1cw"
}
}
Rippentuck

RE: Sound Issues

Post by Rippentuck »

LOL you're right Fred, I must have missed those Nab references. I did what you said (removed all Yav1 req lines) and everything works perfectly. I still get errors that it can't open certain sound files, but I assume thats because I have those files in my sound folder, and the errors are harmless.

I know you've been preaching consistently that you don't need to do anything when using shipped worlds' sounds, but I thought you at least had to call them. Now I see that it must be simply the mission luas that call them, and nothing more is required. Right now my vehicle sounds work, my music works, and my ambient sound regions work! Now I just have to set up the river and fountain sounds (which I hadn't done yet) and I'm pretty much finished. I think I'll use the emitter for the fountain, since I know I get one line for that in the mission lua. A simple reference for it there should suffice, I'm assuming.

Thanks very much Fred, I'll get back to you if I have any trouble with the emitters.

Rip
Rippentuck

RE: Sound Issues

Post by Rippentuck »

Hey Fred,

Unfortunately I need a little help setting up ambient water sounds. Yav1 (my source for base sounds) has an Amibent Emitter section in its sfx files:

// Ambient Emitters ---------------------------------------------------------------------------------------------
#ifplatform pc
..\..\global\effects\emt_canal_stream_lp.wav -resample pc 22050
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
effects\emt_telemetry_temple_lp01.wav -resample pc 22050
effects\emt_telemetry_temple_lp02.wav -resample pc 22050
#endifplatform pc

My question is how to use the fountain and canal samples in the map. My understanding is that these are static emitters, which tells me I need to use the line:

OpenAudioStream("sound\\yav.lvl", "yav1_emt");

in the luas, but after that I'm a bit cloudy. The "yav1_emt" file has the waterfall sounds in it, and the canal/fountain samples are in the sfx. If you could, I'd appreciate it if you could give me an idea of how to set up the fountain and canal sounds in the map, such as what to put in the soundproperty box for static emitters, and where I need to put the relevant files. Thanks as always for your help.

Rip
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