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Posted: Tue Feb 01, 2005 3:53 am
by eddie
Cool, thank you Fred, will try later

Posted: Tue Feb 01, 2005 4:34 am
by Saturn_V
Nice one, thanks psychOfred

Posted: Tue Feb 01, 2005 10:23 am
by Rends
I have a few questions:
1. I don´t have a _lvl_pc folder under the BFBuilder\Data directory. Guess i need to create one. correct?
2. Will it work with exsisting custom maps projects (i hope so) or only if i create new projects after the soundpatch install?

Posted: Tue Feb 01, 2005 11:01 am
by Lord-Bandu
Yea Thanks Fred :D

Posted: Tue Feb 01, 2005 8:09 pm
by Rends
hm,
i checked it twice and i think i followed all your steps but i got following error message:

Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\abr1.lvl;abr1gcw

Here is what i did:
1. adding following files to the GCW lua:

ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\abr1.lvl;abr1gcw")

2. added following lines to the Dataabr1\Sound\worlds\abr1.req

ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"abr1gcw"
"abr1cw"
}

3. I created the abr1gcw.req and added following lines:

ucft
{
REQN
{
"bnk"
"align=2048"
"abr1gcw"
}

REQN
{
"config"
"imp_walk_atat"
"all_fly_ywing"
}
}

4. I created the abr1gcw.sfx file and added following lines:

// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE

..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050



// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050

..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050

// ----- AT-AT Weapons
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100

// Ywing
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample pc 22050

// Common to Xwing Ywing Jedifighter Naboostarfighter
..\..\global\effects\droid_r2_chatter_01.wav -resample pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -resample pc 22050
..\..\global\effects\Ifc_LowShield03.wav -resample pc 22050
..\..\global\effects\Ifc_LowHealth02.wav -resample pc 22050
..\..\global\effects\droid_r2_damage.wav -resample pc 22050
..\..\global\effects\droid_r2_death.wav -resample pc 22050

5. Edited the Soundmunge bat in my abr1 folder and changed following line to:

@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav

6. during munge i get a lot of error messages like this one for example:

soundflmunge.exe : Warning : No files in file list abr1cw - while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1cw.sfx
soundflmunge.exe : Warning : Files line 5 and 6 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_mid_lp
- while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1gcw.sfx
soundflmunge.exe : Warning : Files line 5 and 7 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_low_lp
...

Ok, the clonewar era sfx file is still empty for now but i thought that at least the GCW mission should work but it didn´t.

What´s the problem?

Posted: Wed Feb 02, 2005 10:05 am
by Dragonum
the download dont work :(

Posted: Wed Feb 02, 2005 11:26 am
by Rends
Thanks Psycho,
i got it working now!

Rends

Posted: Wed Feb 02, 2005 3:12 pm
by eddie

Posted: Wed Feb 02, 2005 3:14 pm
by eddie
Also, for you who want to include Fightertank, follow Rends instructions
from above and in your modidgcw.req:
REQN
{
"config"
"imp_hover_fightertank"
}

And in modidgcw.sfx
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank

..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320

// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050
#endifplatform pc

Posted: Wed Feb 02, 2005 4:38 pm
by eddie
Fred, what about Rancor sound.

I followed tat3 sound for rancor, no luck.

In my modid.req I added under "str"
"edh1_emt.stm" - as edh1 is modid

then, made edh1_emt.stm (only with rancor references)
and
edh1.snd (also with rancor stuff)

I am sure there is more to it then this since it is not build in sound.
Can you help?

Posted: Tue Feb 08, 2005 3:14 pm
by Darth-Derkie
In my C:\lucasarts\BFbuilder\Data\_BUILD_PC\mungelog.txt : soundflmunge is not recognised as an internal or external task, program or batchfile.
(translated with Babelfish)

And i don't hear any sounds from the vehicles.

I placed the premungedsoundconfig folder in C:\lucasarts\BFbuilder\Data\_BUILD_PC

Posted: Tue Feb 08, 2005 5:02 pm
by Darth-Derkie
The BFbuilder Folder is Read-only or something it's Alleen Lezen in Dutch.

Posted: Wed Feb 09, 2005 3:26 am
by Darth-Derkie
This is what i did:

I added ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw and ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw:

gcw:

ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw")

cw:

ReadDataFile("sound\\tat.lvl;tat1cw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw")

My RAT1.req:

ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"RAT1gcw"
"RAT1cw"
}

}

My RAT1gcw.req:

ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1gcw"
}

REQN
{
"config"
"imp_walk_atat"
"all_fly_snowspeeder"
"imp_hover_fightertank"
}
}

My RAT1cw.req:

ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1cw"
}

REQN
{
"config"
"rep_fly_gunship"
}
}

My RAT1gcw.sfx:

// Snowspeeder ----------------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_snowSpder_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_snowSpder_towCable_att.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_fire.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_rls.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_mid_lp.wav -resample pc 22050

// ----- Medium ----- Orbital Strike Combatspeeder Fightertank

..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320

// IFT-RFT -------------------------------------------------------------------------------------------------
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050

// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE

..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050




// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050

..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050

// ----- AT-AT Weapons -------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100

My RAT1cw.sfx:

// Gunship -------------------------------------------------------------------------------------------------
..\..\cw\effects\eng_takeoff_gunship01.wav -resample pc 44100
..\..\cw\effects\eng_takeoff_gunship02.wav -resample pc 44100
..\..\cw\effects\R_LAAT_land01.WAV -resample pc 44100
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_rocket_fire.wav -resample pc 44100
..\..\cw\effects\eng_repGunship_hi_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_low_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_mid_lp.wav -resample pc 22050

// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE

//..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050

..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample pc 44100

I edited soundmunge.bat:

@if %1x==x goto noplatform
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
@set PLATFORM=%1
@rem Munge world specific sound data
REM Modder Change the next the next two lines to match new level
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\RAT1 sound\worlds\RAT1 _SOURCE_%PLATFORM%\sound\worlds\RAT1 %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound RAT1

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

SPTEST.exe:

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xf8ed1e28 does not exist in movie 0xb86e8e36

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\RAT1.lvl;RAT1gcw

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityTauntaun" not found

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(409)
Command Post missing capture region "CP7Capture"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP3" control region

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker

What am i doing wrong?

Posted: Wed Feb 09, 2005 1:32 pm
by Darth-Derkie
Do i need to create the sound.lvl myself? Because i can't find it. But i think the munge has to create it. But it doesn't. But maybe is it because i have another problem: the munging is not creating the BFbuilder/addon folder. I put DataRAT1\_BUILDER_PC\addme\munged\addme.script in a RAT1 folder and i put the DataRAT1\_LVL_PC folder in a RAT1\Data folder. And then i put the RAT1\ Folder in the C:\program files\lucasarts\star wars battlefront\gamedata\addon folder.

Posted: Sun Mar 13, 2005 3:25 pm
by SteveK14
Fred,

Thanks a million for your help with the sound. Chris helped me get it straightened out also.


Steve

Posted: Sat Mar 26, 2005 8:46 am
by Leviathan
Could you say me if these steps would allow me to use certain sound files, like the sounds emitted when you're injured or when you die, the "environmental" sounds (Kamino's thunder or rain, for examples...), or the tacticians' voices ? ("We've lost a command post", The enemy has taken a command post", "The Republic has taken the cloning facility", etc...)

Thanks in advance !...

Posted: Sun Mar 27, 2005 12:29 pm
by Leviathan
Thanks, psych0fred !...

Posted: Tue Mar 29, 2005 12:49 pm
by Leviathan
These explanations shall help a lot those which want to integrate existing musics in their own maps...
Thanks again, psych0fred !...

Posted: Sat Apr 02, 2005 7:55 am
by Leviathan
I've several shipped sounds' questions to ask to you :
  • First, is it possible to add this kind of entries in the modidgcw.req file ?
    REQN
    {
    "config"
    "imp_inf_basic"
    "imp_inf_storm_trooper"
    "[Another imp.lvl's references...]
    }
  • Next, where can I find all the *.SFX's imperial effects entries ? (Like storm troopers' sounds, shock troopers' rocket-launcher effects, etc...)
  • Finally, I've followed the process to create a sound *.LVL file for my modified shipped map, but when I try to load it in the SWBF's missions list, I obtain a loading screen which never stops the loading process. Consequently, I can't play to this map and I must close SPTest.exe using the Windows' Task Manager.
I hope you could reply to these questions...

Thanks for your help !...

Posted: Sun Apr 03, 2005 9:15 am
by Leviathan
Using your explanations on how integrate shipped sounds in a new map, I've successfully created a *.LVL file in my map's "sound" folder. Next, I've tried it using SPTest.exe and I've noticed that all works fine (Kamino's rain and thunder, Imperials and Rebels' sounds, etc...) except tactical voices. (For examples, "We've taken a command post", "We've taken the cloning facility", etc...)
Moreover, I know that these sounds belong to the "streams" category.
Finally, I'm wondering whether it's possible to integrate them in my Kamino modified map...

Thanks for all your possible replies !...