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Memory Pull Error [Solved]
Posted: Sun Jul 30, 2017 5:48 pm
by LitFam
Is there a memory pull code for the .lua script that allows a lot of custom weapon sounds that are loud?
Re: Memory Pull Error
Posted: Sun Jul 30, 2017 10:11 pm
by Marth8880
No, the sound memory limit is static, it can't be altered by any means. With that said, the loudness of sounds are unrelated to memory - it's completely dependent on the WAV files and the parameters in the sound properties.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 7:21 am
by LitFam
So all I can do is lower the sound in the .wav files and hope it doesn't crash?
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 2:37 pm
by Marth8880
Working with sound rarely causes crashing issues - but yes.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 4:02 pm
by LitFam
May I ask how do I convert a .mp3 file to a .wav with the right properties I followed this tutorial
http://www.gametoast.com/viewtopic.php?f=27&t=6166, however, I don't know how to convert the .wav to a 352 kbps, 16 bit, mono, 22 kHz PCM mode.
Does anyone know how to convert .mp3 file to a .wav file with the properties of (352 kbps, 16 bit, mono, 22 kHz PCM mode)?
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 4:43 pm
by Marth8880
WAV files do NOT need to be 22 kHz.
This is a terrible bit of misinformation that has been floating around for far too long. With that said, sound effects should generally be around mono and 32 kHz, and music and ambience should almost always be stereo and 44 or 48 kHz.
To export them as such in Audacity, you simply import your sound file, go to Tracks > Stereo Track to Mono if you're converting the sound to mono (so DON'T do that for music or ambience), then set the Project Rate at the bottom-left corner of the application to the desired sample rate in Hz (so 32 kHz would be 32000 Hz). Then, go to File > Export Audio and select "WAV (Microsoft) signed 16-bit PCM", and finally click Save.
See here for more sound guidelines:
http://www.gametoast.com/viewtopic.php?f=27&t=28101
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 4:58 pm
by LitFam
And how would you export it to .wav for weapon sounds?
Do I do this as you stated?
go to Tracks > Stereo Track to Mono if you're converting the sound to mono (so DON'T do that for music or ambience), then set the Project Rate at the bottom-left corner of the application to the desired sample rate in Hz (so 32 kHz would be 32000 Hz). Then, go to File > Export Audio and select "WAV (Microsoft) signed 16-bit PCM", and finally click Save.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 6:07 pm
by Marth8880
Yes.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 6:23 pm
by LitFam
I still got a crash should I post my log?
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 6:55 pm
by Marth8880
Yes, of course. Go ahead.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 6:58 pm
by LitFam
It is too big to post, so I post a link with the error
https://ufile.io/no5j5
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 8:42 pm
by Marth8880
Looks like you're missing a lot of MSH files and several ODFs and anims in one or more of your sides.
You also need to allocate the SoldierAnimation memory pool in your Lua mission script:
Code: Select all
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 656
All of those issues^ would collectively be the cause of your crash.
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 8:49 pm
by LitFam
Ok I fixed it, expect this what is the animmap
Re: Memory Pull Error
Posted: Mon Jul 31, 2017 9:01 pm
by Marth8880
Is it no longer crashing? If so, you probably needn't worry about the animmap issue.
Re: Memory Pull Error
Posted: Tue Aug 01, 2017 5:39 am
by LitFam
It's fixed thanks Marth!