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Sound Problems [Solved]

Posted: Mon Feb 02, 2015 9:33 pm
by Hill400
Hello,
Recently I've come across some problems regarding adding shipped sounds to my map, which is simply adding a GCW era to stock Geonosis since I'm trying to branch out into modding maps and I figured that'd be a good start. I've been using Rends' tutorial and I believe I've been following it to the letter, but I've still encountered some problems. I can't seem to figure out exactly what it is, but every time I munge I get some strange errors. I was wondering if that could be the problem, so I posted it below. Thanks in advance!
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Warning : Files line 26 and 27 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshl4
- while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell.sfx
soundflmunge.exe : Warning : Files line 26 and 29 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshr3
- while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell.sfx
soundflmunge.exe : Warning : Files line 26 and 30 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshr4
- while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GE2\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GE2\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GE2\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_GE2\Sound\shell\shell_ui.st4
soundflmunge.exe : Warning : Files line 3 and 4 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 5 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 6 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 7 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 9 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 10 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 11 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 26 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 27 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 28 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 29 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 30 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 31 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 32 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 33 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 34 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 53 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 54 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 55 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 65 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 73 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 74 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub06
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 75 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub07
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 76 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub08
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 88 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_blaster_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 89 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_turret_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 90 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_hi_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 91 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_mid_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 92 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_low_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 4 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 5 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 6 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 7 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 9 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 10 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 11 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 26 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 27 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 28 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 29 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 30 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 31 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 32 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 33 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 34 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 53 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 54 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 55 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 65 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 73 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 74 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub06
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 75 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub07
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 76 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub08
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 88 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_blaster_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 89 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_turret_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 90 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_hi_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 91 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_mid_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 92 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_low_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 4 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 5 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 6 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 7 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_med01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 9 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 10 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 11 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_medium02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 26 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 27 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 28 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 29 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 30 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_obj_small05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 31 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 32 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_distant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 33 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 34 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_verydistant_small02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 53 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub01
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 54 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub02
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 55 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub03
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 65 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub04
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 73 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub05
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 74 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub06
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 75 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub07
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 76 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias exp_sub08
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 88 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_blaster_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 89 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias wpn_cmbtSpdr_turret_fire
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 90 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_hi_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 91 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_mid_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 92 reference the same source file c:\windows\media\chord.wav. exp_obj_med05 will alias eng_combatSpeeder_low_lp
- while munging C:\BF2_ModTools\data_GE2\Sound\worlds\ge2\ge2gcw.sfx

Re: Sound Problems

Posted: Mon Feb 02, 2015 10:22 pm
by AnthonyBF2
I never understand sounds either, Rends tutorial gets me lost.

For a quick fix - make your Geo map read the Hoth sound file (look on Hoth code for the line of code on sound level file)

The Hoth level sound files covers Snow speeder,AT-AT, and AT-ST, and Tauntaun.

This should only be a temp fix, since the Hoth sounds have snow sounds, wind sounds that would not match on Geonosis.

Re: Sound Problems

Posted: Mon Feb 02, 2015 10:30 pm
by Hill400
As much as I'd like to wash my hands of the matter, I need something a bit more permanent. What's confusing me is the munging problems regarding shells, which I had never even touched. Also, the reason I can't just use the Hoth files is because there are some things like the Alliance tank that wouldn't be included in the Hoth sounds. If worst comes to worst, I'll heed your advice.

Re: Sound Problems

Posted: Mon Feb 02, 2015 11:15 pm
by jedimoose32
There are no problems in your munge log. Those are all pretty standard warnings.

Can you post the contents of the following files in your Sound/worlds/ge2/ folder?

ge2.req
ge2gcw.req
ge2gcw.sfx
ge2gcw.snd

Also I have had trouble with the sound munge fixes in the past. There seem to be a few different versions floating around but this one put together by Anakin and Marth8880 has never let me down.

Re: Sound Problems

Posted: Tue Feb 03, 2015 7:53 pm
by Hill400
Thanks for your help. By the way, at the moment I'm just trying to get the Alliance tank working, but eventually I'm going to add everything else.

ge2.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"gcw_vo"
"gcw_tac_vo"
"cw_vo"
"cw_tac_vo"

}
REQN
{
"lvl"
"ge2gcw"
}
}
ge2gcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"ge2gcw"
}

REQN
{
"config"
"all_hover_combatspeeder"
}
}
ge2gcw.sfx
Hidden/Spoiler:
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
#ifplatform xbox pc
..\..\global\effects\exp_obj_med05.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med04.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med03.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med02.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med01.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample xbox 320 pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample xbox 320 pc 320
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_obj_med05.wav exp_obj_med05 -resample ps2 20000
..\..\global\effects\ex2_obj_med04.wav exp_obj_med04 -resample ps2 20000
..\..\global\effects\ex2_obj_med03.wav exp_obj_med03 -resample ps2 20000
..\..\global\effects\ex2_obj_med02.wav exp_obj_med02 -alias ps2 exp_obj_med04
..\..\global\effects\ex2_obj_med01.wav exp_obj_med01 -alias ps2 exp_obj_med05
..\..\global\effects\ex2_distant_medium01.wav exp_distant_medium01 -resample ps2 16000
..\..\global\effects\ex2_distant_medium02.wav exp_distant_medium02 -resample ps2 16000
..\..\global\effects\exp_verydistant_medium01.wav -resample ps2 320
..\..\global\effects\exp_verydistant_medium02.wav -resample ps2 320
#endifplatform ps2
// ----- Small ------ STAP Speederbike GunTurrets Droideka Large Blaster Ordnance
#ifplatform xbox pc
..\..\global\effects\exp_obj_small01.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small02.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small03.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small04.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small05.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_distant_small02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_distant_small01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_verydistant_small01.wav -resample xbox 320 pc 320
..\..\global\effects\exp_verydistant_small02.wav -resample xbox 320 pc 320
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_obj_small01.wav exp_obj_small01 -resample ps2 20000
..\..\global\effects\ex2_obj_small02.wav exp_obj_small02 -resample ps2 20000
..\..\global\effects\ex2_obj_small03.wav exp_obj_small03 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_obj_small04.wav exp_obj_small04 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_obj_small05.wav exp_obj_small05 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_distant_small02.wav exp_distant_small02 -resample ps2 11025
..\..\global\effects\ex2_distant_small01.wav exp_distant_small01 -alias ps2 exp_distant_small02
..\..\global\effects\exp_verydistant_small01.wav -resample ps2 320
..\..\global\effects\exp_verydistant_small02.wav -resample ps2 320
#endifplatform ps2

// --------------------------------------------------------------------------------------------------------------

// Sub Explosions ------------------------------------------------------------------------------------------------
// ----- Pop -----
#ifplatform xbox pc
..\..\global\effects\exp_sub01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_sub02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_sub03.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_sub01.wav exp_sub01 -resample ps2 10000
..\..\global\effects\ex2_sub02.wav exp_sub02 -resample ps2 10000
..\..\global\effects\ex2_sub03.wav exp_sub03 -alias ps2 exp_sub01
#endifplatform ps2

// ----- Hiss -----
#ifplatform xbox pc
..\..\global\effects\exp_sub04.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_sub04.wav exp_sub04 -resample ps2 22050
#endifplatform ps2

// ----- Pop and Hiss -----
#ifplatform xbox pc
..\..\global\effects\exp_sub05.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_sub06.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_sub07.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_sub08.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_sub07.wav exp_sub07 -resample ps2 18000
..\..\global\effects\ex2_sub08.wav exp_sub08 -resample ps2 16000
..\..\global\effects\ex2_sub05.wav exp_sub05 -alias ps2 exp_sub07
..\..\global\effects\ex2_sub06.wav exp_sub06 -alias ps2 exp_sub08
#endifplatform ps2
// -------------------------------------------------------------------------------------------------------------

// Combatspeeder -----------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtSpdr_blaster_fire.wav wpn_cmbtSpdr_blaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_cmbtSpdr_turret_fire.wav wpn_cmbtSpdr_turret_fire -resample ps2 16000
..\..\gcw\effects\eP2_combatSpeeder_hi_lp.wav eng_combatSpeeder_hi_lp -resample ps2 22050
..\..\gcw\effects\eP2_combatSpeeder_mid_lp.wav eng_combatSpeeder_mid_lp -resample ps2 12000
..\..\gcw\effects\eP2_combatSpeeder_low_lp.wav eng_combatSpeeder_low_lp -resample ps2 3000
#endifplatform ps2
//
ge2g_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- IMP Attacking (attacker is always #1)
local IMP = 1
local ALL = 2
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("dc:sound\\ge2.lvl;geo1gcw")

ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_engineer",
"imp_hero_darthvader",
"imp_inf_dark_trooper",
"imp_walk_atat")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome")

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_officer",
"all_inf_engineer",
"all_hero_luke_jedi",
"all_inf_wookiee",
"all_hover_combatspeeder",
"all_fly_snowspeeder")
--"cis_hover_stap",
--"cis_walk_spider")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 1) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("WalkerBlendUnit", 200)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

imp = {
team = IMP,
units = 28,
reinforcements = 150,
soldier = { "imp_inf_rifleman",10, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},

},
all = {
team = ALL,
units = 28,
reinforcements = 150,
soldier = { "all_inf_rifleman",10, 25},
assault = { "all_inf_rocketeer",1, 4},
engineer = { "all_inf_engineer",1, 4},
sniper = { "all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = { "all_inf_wookiee",1, 4},
}
}

SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "all_hero_luke_jedi")


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:GE2\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

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, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


--ActivateBonus(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
Oh and which file is ge2gcw.snd? I don't seem to be familiar with it.

Re: Sound Problems

Posted: Tue Feb 03, 2015 7:57 pm
by AnthonyBF2
jedimoose32 wrote:There are no problems in your munge log. Those are all pretty standard warnings.

Can you post the contents of the following files in your Sound/worlds/ge2/ folder?

ge2.req
ge2gcw.req
ge2gcw.sfx
ge2gcw.snd

Also I have had trouble with the sound munge fixes in the past. There seem to be a few different versions floating around but this one put together by Anakin and Marth8880 has never let me down.
I'm not trying to hijack your topic Hill, but I want to ask Jedimoose...
Can I use those sound bats to replace directly in data folder? (so all projects created have them?)

Re: Sound Problems

Posted: Tue Feb 03, 2015 8:02 pm
by Hill400
Haha no worries, besides I owe you after helping me out the vehicle problem.

Re: Sound Problems

Posted: Tue Feb 03, 2015 8:09 pm
by jedimoose32
@anthonybf2: I haven't done that personally (yet) but I see no reason why that wouldn't work because when you create a new map VisualMunge simply copies the contents of the data folder and appends ModID after a bunch of stuff. I can have a look and PM you with a more solid answer later today if you'd like.

@Hill400: .snd files by default (for me at least) show up as Windows Media Player files (.au or something like that). In your case I guess you don't necessarily need one (edit: one specific to your world) at this point but you will definitely need all_hover_combatspeeder.snd to be copied from Sound/gcw/ into Sound/worlds/ge2/ if you haven't done so already since you are referencing it in your ge2gcw.req.

While .sfx files load, list, and name each individual sound effect, .snd files configure those sounds properly with various properties such as gain, pitch, etc. Plus the .snd file assigns the names for the sound effects that are referenced in the vehicle's (or weapon's or unit's) .odf file.

I also spotted a problem in your LUA.

Code: Select all

ReadDataFile("dc:sound\\ge2.lvl;geo1gcw")
should be

Code: Select all

ReadDataFile("dc:sound\\ge2.lvl;ge2gcw")
The part after the semi-colon needs to be the name of your era's .req file.

Hope this helps.

Edit 1 is in blue above.

Edit 2: anthonybf2, I had a look through all of the files in the 'All You Need For Sound' package, and yes you should be fine to overwrite the contents of your data folder. Each time you make a new map you will still have to change data_ABC/soundmunge.bat (there are instructions commented inside the .bat file, plus it's pretty self-explanatory, just change '/XXX/' to '/ABC/' or whatever your mod ID is.

Re: Sound Problems

Posted: Tue Feb 03, 2015 9:26 pm
by Hill400
It seems I've gotten a few of the sounds working so far, but I'm going to need to add other things like victory/defeat sounds and music, how would I add those?

Re: Sound Problems

Posted: Tue Feb 03, 2015 9:55 pm
by jedimoose32
Well, there are a number of steps if you're adding custom music. Fortunately in your case you just need to reference the Hoth sound .lvl file in your LUA. In fact you've got the whole music/VO bit set up correctly as far as I can tell. Now you just need to tell the engine to load the .lvl file that contains all of those sounds that are referenced toward the bottom of the LUA file.

So find this:

Code: Select all

ReadDataFile("dc:sound\\ge2.lvl;ge2gcw")
Now underneath it add:

Code: Select all

ReadDataFile("sound\\hot.lvl;hot1gcw")
Note that the order of those two lines is relevant but in this case not super important. The order in which you call sound files is their 'priority' in regards to which ones get loaded first in the game's allotted memory. If you run out of sound/music memory the last one will get cut out, if you have multiple sound .lvl files loaded. Since you have only two, you will be fine.

Let me know if you run into any further problems.