Problem getting missing shipped AAT sounds to work [Solved]

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Problem getting missing shipped AAT sounds to work [Solved]

Post by AQT »

So I'm trying to get the shipped AAT sounds to work using Rends' tutorial HERE but the problem is they're not working. My files in the data_TES\Sound\worlds\tes folder are:
tes.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"tesgcw"
}
}
tesgcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"tesgcw"
}
REQN
{
"config"
"cis_hover_aat"
}
}
tesgcw.sfx
Hidden/Spoiler:
// AAT ----------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
..\..\cw\effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050
#endifplatform xbox pc
// --------------------------------------------------------------------------------------------------
My soundmunge.bat in data_TES:
Hidden/Spoiler:
@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero
@call soundmungedir _BUILD\sound\worlds\tes\%MUNGE_DIR% sound\worlds\tes sound\worlds\tes\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tes

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
My munge.bat in data_TES\_BUILD\Sound:
Hidden/Spoiler:
@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion

@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=PC
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)

@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2

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

@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%

@cd ..\..

@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound


@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%

@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )

@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%

:skipglobalbank

@cd _BUILD\Sound

@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )

:skip_mungelog

@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2

@endlocal
In VisualMunge I chose Select All, Munge, and got these errors:
Hidden/Spoiler:
soundflmunge.exe : Warning : Files line 4 and 5 reference the same source file c:\windows\media\chord.wav. wpn_AAT_mainBlaster_fire will alias wpn_AAT_missleLauncher_fire
- while munging G:\BF2_ModTools\data_TES\Sound\worlds\tes\tesgcw.sfx
soundflmunge.exe : Warning : Files line 4 and 6 reference the same source file c:\windows\media\chord.wav. wpn_AAT_mainBlaster_fire will alias eng_AAT_low_lp
- while munging G:\BF2_ModTools\data_TES\Sound\worlds\tes\tesgcw.sfx
soundflmunge.exe : Warning : Files line 4 and 7 reference the same source file c:\windows\media\chord.wav. wpn_AAT_mainBlaster_fire will alias eng_AAT_mid_lp
- while munging G:\BF2_ModTools\data_TES\Sound\worlds\tes\tesgcw.sfx
soundflmunge.exe : Warning : Files line 4 and 8 reference the same source file c:\windows\media\chord.wav. wpn_AAT_mainBlaster_fire will alias eng_AAT_hi_lp
- while munging G:\BF2_ModTools\data_TES\Sound\worlds\tes\tesgcw.sfx
And my tes.lvl sound file was only 3 KB large. Any ideals what the problem could be here? Any help would be grateful.

P.S. If I do get this to work, what configuration .snd file should I reference in my tesgcw.req in order to get lightsaber sounds to work?
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Re: Problem getting missing shipped AAT sounds to work

Post by Maveritchell »

What does your .lua look like? Sound .lvl files that call stock sounds are basically only filled with configurations, so they're not going to be incredibly large. Three KB sounds about right.
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Re: Problem getting missing shipped AAT sounds to work

Post by Deviss »

yeah 3 kbs is right because only is aat, maybe you forgot add line in lua? :P also i dont remember if i had problems with the order the which i load sounds in my map i always used
sound stock
dc:sound custom
dc:sound missed
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

Well the sound bit of my LUA currently looks like this:
Hidden/Spoiler:
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:sound\\tes.lvl;tesgcw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
The btr.lvl being the one with custom sounds.
Deviss wrote:sound stock
dc:sound custom
dc:sound missed
I'll try that order to see if it makes a difference.

EDIT: Whoops, actually the order I originally had it in was what you posted, Deviss, which wasn't working. So I tried what I posted and it still didn't work. It must be the file itself then? And yes, I did remember to move the file to the Sound folder in the addon directory.
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Re: Problem getting missing shipped AAT sounds to work

Post by Deviss »

AQT wrote:Well the sound bit of my LUA currently looks like this:
Hidden/Spoiler:
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:sound\\tes.lvl;tesgcw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
The btr.lvl being the one with custom sounds.
Deviss wrote:sound stock
dc:sound custom
dc:sound missed
I'll try that order to see if it makes a difference.

EDIT: Whoops, actually the order I originally had it in was what you posted, Deviss, which wasn't working. So I tried what I posted and it still didn't work. It must be the file itself then? And yes, I did remember to move the file to the Sound folder in the addon directory.
wait me 5 min i will make the sound file with aat so you try adding it in addon folder :D

EDIT: sound file put him in sound addon folder :P i hope work fine
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Re: Problem getting missing shipped AAT sounds to work

Post by Marvel4 »

Deviss wrote:yeah 3 kbs is right because only is aat, maybe you forgot add line in lua? :P also i dont remember if i had problems with the order the which i load sounds in my map i always used
sound stock
dc:sound custom
dc:sound missed
Well, for me that never worked. I had to put the dc: line first.
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

@Deviss: I tried the sound file you munged but still nothing unfortunately. What else could be the problem?
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Re: Problem getting missing shipped AAT sounds to work

Post by Deviss »

AQT wrote:@Deviss: I tried the sound file you munged but still nothing unfortunately. What else could be the problem?
lua? maybe because gcw and not cw sound :S
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

Hidden/Spoiler:
ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
ReadDataFile("dc:sound\\tes.lvl;tesgcw")
It's the same as before.
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Re: Problem getting missing shipped AAT sounds to work

Post by Deviss »

try :mrgreen:

ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
ReadDataFile("dc:sound\\tes.lvl;tesgcw")
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

Still nothing. For some odd reason, I tried a sound file I made two years ago with AAT sounds and it worked partially (everything but main guns). That file was 16 KB but it also included other sounds like for the Hailfire and AT-RT. :? I don't understand why the setup I have and Deviss's .lvl file aren't working. Anyone else care to test them out?
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Re: Problem getting missing shipped AAT sounds to work

Post by Jendo7 »

This probably won’t help but I didn’t add AAT effects to my maps bnecw. sfx file or "cis_hover_aat" to my bnecw.req file in my data_BNE\Sound\worlds\bne folder, to get AAT sounds to work in my map. As Deviss has pointed out , I have a feeling as AAT sounds are only found in the CW era they won’t be heard unless you reference CW sound in your LUA were the AAT is found in official maps like CW Utapau of CW Kashyyyk.

I put this in my LUA: ReadDataFile("sound\\uta.lvl;uta1cw") without adding any references in my sound files yet the AAT sounds work. The only problem is GCW sounds may become broken.

I could be totally wrong though.
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

You can do it that way yes, reference a sound lvl of a map that uses them, like Mygeeto, but it may or may not take away other sounds, ambient etc, that he may have wanted for his map.

I did make a custom sound lvl for my ATAP walker, took me a couple of tries, but it did work.
I believe I did pretty much everything AQT did, I was referencing the sounds for the ATTE and ATRT (or ATST) I think but the first thing I did was to, as mentioned above, make sure the sounds I wanted were in the lvl that I was going to take them from. (in my case Geonosis) I then created my sound lvl change the lua sounds back to yavin cw sounds and added in reference to my new lvl, placed after the normal readdata line and it all worked fine.

When I get back home I can post the reqs, sfx etc if you like but they look just like what you have.

The only other thing I can think of is to make sure you have the CW and GCW folder in your sound directory but since you have added sounds before I am pretty sure you have it that way.
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

Thanks for the suggestions, Jendo and Frag.
Fragme! wrote:When I get back home I can post the reqs, sfx etc if you like but they look just like what you have.
If that is the case, it's alright then.
The only other thing I can think of is to make sure you have the CW and GCW folder in your sound directory but since you have added sounds before I am pretty sure you have it that way.
Yep, no changes. This is getting really frustrating. I'll just try things out a bit more before calling it quits.
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Re: Problem getting missing shipped AAT sounds to work

Post by Aman/Pinguin »

Try cleaning + munging while selecting just "Sound" and "Sound Only". I personally can munge sounds only that way, so it might work.
BTW, why aren't to you simply loading the aat sounds in your btr.lvl instead of a second sound file?
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

Aman/Pinguin wrote:BTW, why aren't to you simply loading the aat sounds in your btr.lvl instead of a second sound file?
Just tried that. I did a clean with Sound and Sound Only and then munged with just those two options checked. My btr.lvl gained an additional three KB and in-game no AAT sounds were present once again (this was after I deleted the tes.lvl and removed the line that referenced it in the LUA). And just to see whether it made a difference, I decided to load AT-ST sounds in my tes one. The .lvl file remained three KB and in-game it was the same results as before. What the heck is going on?
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

Just looking back over this, and trying to make a sound file aat it just dawned on me.
You are calling for the aat sound in the gcw.req and gcw.sfx file except the actual cis_hover_aat.snd file if it needs to pull anything from it is in the cw directory.

Now I could be grasping at straws but have you tried putting it in the cw req as well and loading that in to your lua. Or at least copying the cis_hover_aat.snd to the gcw directory as well.

Oh and the sound file that I created was also 3kb
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Re: Problem getting missing shipped AAT sounds to work

Post by AQT »

So I renamed all my files and their respective references to "tescw," did a clean and then munged. The file was three KB once again. I made the necessary changes in the LUA and munged but in-game still no sound. I don't think it matters which .req/.sfx you referenced the sounds in even if it's not from that era. In his tutorial, Rends referenced the AT-ST in a cw.req and it worked fine.

Maybe my mod tools are broken when it comes to munging sound .lvls, although custom sounds work without a problem. I'll test my hunch out on another computer with a fresh installation to see whether it makes a difference.
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Re: Problem getting missing shipped AAT sounds to work

Post by Aman/Pinguin »

Mind sending me your sound folder? I would could try out some things then.
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Re: Problem getting missing shipped AAT sounds to work

Post by FragMe! »

@AQT I don't think your modtools are broken, I tried to do an AAT sound file as well which as mentioned was only 3 KB but the .lvl file is vastly different from the other sound file I have successfully created. And once I tried the new sound file on a test map (that didn't have the AAT as part of the default sounds, curse you yav1 sound file) it also didn't work. Got turret movement sounds but no weapons or engines.

Edit: but go figure, I just added the AAT lines to the sfx for the sound lvl I created for the ATAP and they work just fine in game. The file size changed from 6 KB to 11 KB.
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