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Issues With Sound

Posted: Mon Feb 16, 2015 1:33 pm
by Hill400
Hello,
Unfortunately I've been coming across many problems with sound. I've been trying to add sounds to my map, but 2 of them still won't work. I've gotten the ATRT, ATTE, Tri-Droid Fighter, and some others to work, but I can't get the Tauntaun or force lightning to work. I'm going to post my files- let me know if any of you guys have any thoughts.

ho2c_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- Empire Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2


---------------------------------------------------------------------------
-- 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()

AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")

--CP SETUP for CONQUEST
-- SetProperty("shield", "MaxHealth", 222600.0)
-- SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)

conquest:Start()

-- KillObject("shield");

end

function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end

-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")

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

--SetAttackingTeam(ATT)


SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\ho2.lvl;ho2cw")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("SIDE\\all.lvl",
"all_walk_tauntaun")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_walk_oneman_atst",
"rep_hero_macewindu")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_fly_tridroidfighter")

SetupTeams{

cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman",9, 25},
assault = {"cis_inf_rocketeer",1, 4},
engineer = {"cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = {"cis_inf_droideka",1, 4},

},

rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman",9, 25},
assault = {"rep_inf_ep3_rocketeer",1, 4},
engineer = {"rep_inf_ep3_engineer",1, 4},
sniper = {"rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = {"rep_inf_ep3_jettrooper",1, 4},
}
}


--Setting up Heros--

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- these are droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 2) -- 2 atats with 2 leg pairs each

local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", weaponCnt)

ReadDataFile("dc:HO2\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

-- SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
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")


-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)


end


ho2.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"ho2cw"
}
}
ho2cw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"ho2cw"
"ho2cw_custom"
}

REQN
{
"config"
"ho2cw"
"rep_walk_atrt"
"rep_walk_atte"
"cis_fly_tridroidfighter"
}
}
ho2cw.sfx
Hidden/Spoiler:
// All Turrets * Excludes Autoturret //////////////////////////////////////////////////////////////////////////
// Damage
// * Sparks uses fusioncutter
#ifplatform xbox pc
..\..\global\effects\emt_torch_lp.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\em2_torch_lp.wav emt_torch_lp -resample ps2 16000
#endifplatform ps2
// Small Turret ----------
..\..\global\effects\wpn_vehicle_weaponEquip.wav -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtYaw_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtPtch_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtYaw_lp.wav wpn_intrcptTnk_trtYaw_lp -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtPtch_lp.wav wpn_intrcptTnk_trtPtch_lp -resample ps2 16000
#endifplatform ps2
// ----------------------------------------------------------------------------------------------------------

// All Jetpacks * Also used by Flamethrowers
..\..\global\effects\rep_inf_jetpack.wav -resample ps2 16000
..\..\global\effects\sfx_pod_flamethrower_on.wav rep_weap_jetpack_turnon -resample ps2 10000 xbox 22050 pc 22050
..\..\global\effects\rep_weap_jetpack_turnoff.wav -resample ps2 10000

// Mini Turret Fire
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc

// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050

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

// AT Walker Engine ATAT ATST ATTE
#ifplatform ps2
//..\..\global\effects\eP2_walker_hi_lp.wav eng_walker_hi_lp -resample ps2 20000
//..\..\global\effects\eP2_walker_low_lp.wav eng_walker_low_lp -resample ps2 3000
//..\..\global\effects\eP2_walker_mid_lp.wav eng_walker_mid_lp -resample ps2 12000
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample ps2 16000
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample ps2 16000
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample ps2 16000
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample ps2 16000
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample ps2 16000
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample ps2 16000
#endifplatform
#ifplatform xbox pc
//..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 16000
//..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 11025
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050
#endifplatform xbox pc

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

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

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

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

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------

// Force Lightning & Imperial Arcaster -- Emperor Dooku
..\..\global\effects\explo_electric_sparks.wav force_lightning_fire01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\explo_sparks_machine_02.wav force_lightning_fire02 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit1.wav force_lightning_ordnance1 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit2.wav force_lightning_ordnance2 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit3.wav force_lightning_ordnance3 -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_battledroid_chargeup.wav -resample pc 22050
..\..\cw\effects\wpn_lightningGun_chargeup.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_battledroid_chargeup.wav wpn_battledroid_chargeup -resample ps2 16000
..\..\cw\effects\wp2_lightningGun_chargeup.wav wpn_lightningGun_chargeup -resample ps2 16000
#endifplatform ps2

// Blue Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_drdFghtr_missile_fire.wav wpn_drdFghtr_missile_fire -resample ps2 16000
#endifplatform ps2

// CIS_FLY_TRIDROIDFIGHTER -------------------------------------------------------

..\..\global\effects\veh_generic_accel_01.wav shift_up -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_chop_a_loop.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_01.wav startup_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_02.wav startup_hard -alias ps2 startup_soft -resample xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_01.wav shutdown_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_02.wav shutdown_hard -alias ps2 shutdown_soft -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_off.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_on.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_shift1.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_thrusters_a.wav thrusters_boost -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_accel_01.wav tridroid_shift_up -alias ps2 droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_up.wav soft_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_down.wav soft_shift_down -alias ps2 vwing_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_vwing_deccel_01.wav vwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_shpRll_01.wav tridroid_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_triFighter_low_lp.wav -resample ps2 2000 xbox 5000 pc 8000
..\..\cw\effects\eng_triFighter_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_triFighter_hi_lp.wav -resample ps2 11025 xbox 16000 pc 22050
..\..\global\effects\veh_tri_deccel_01.wav tridroid_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_accel_01.wav Arc170_shift_up -alias ps2 jedifighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_shpRll_01.wav Arc170_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_deccel_01.wav Arc170_shift_down -alias ps2 jedifighter_shift_down -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_jsf_deccel_01.wav jedifighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_deccel_01.wav grievous_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_TriFighter_by_01.wav tri_flyby -resample ps2 16000 xbox 22050 pc 22050
ho2cw.au (or .snd)
Hidden/Spoiler:
SoundProperties()
{
Name("tauntaunstepleft");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_L01", 0.5);
Sample("mvt_tauntaun_run_snow_L02", 0.5);
}
}

SoundProperties()
{
Name("tauntaunstepright");
Pitch(0.8);
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_R01", 0.5);
Sample("mvt_tauntaun_run_snow_R02", 0.5);
}
}

SoundProperties()
{
Name("tauntaunhurt");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_grunt_04", 0.5);
Sample("crtr_taun-taun_hurt", 0.5);
}
}

SoundProperties()
{
Name("tauntaunstart");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}

SoundProperties()
{
Name("tauntaunstop");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}



SoundProperties()
{
Name("tauntaundie");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_death", 0.33);
Sample("crtr_taun-taun_grunt_04", 0.33);
Sample("crtr_taun-taun_hurt", 0.33);
}
}

// ----- Level Global -----
// flyer sfx
// turbulence

// ----- CIS Foley -----
// cis_inf_droid foley
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// wade is none

// ----- CIS Units -----
// cis_inf_battledroid
// torpedo launcher, pistol

// cis_inf_super_battledroid
// wrist blaster, wrist rocket

// cis_inf_pilotdroid
// pistol, haywire, fusioncutter

// cis_inf_tacticaldroid
// sonic blaster, pistol, powerup dispenser

// cis_inf_droideka
// roll, walk, shield, repeater

// cis_inf_assassindroid
// sniper, pistol, thermal

// cis_inf_dooku
// lightsaber, lightsaber deflects

// ----- CIS Vehicles -----
// cis_fly_droidfighter
// weapons, engine, power, explosion

// ----- REP Foley -----
// rep_inf_soldiier foley
// trooper movement stone
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// No wade

// ----- Rep Units -----
// rep_inf_clone_trooper
// rifle, pistol, thermal

// rep_inf_clone_pilot
// pistol, haywire, fusioncutter

// rep_inf_arc_trooper
// torpedo, pistol, mine dispenser

// rep_inf_clone_sharpshooter
// sniperrifle, pistol, thermal

// rep_inf_clone_commander
// launcher, remote droid, power up dispenser

// rep_inf_macewindu
// lightsaber, lightsaber deflect, force push

// rep_inf_jet_trooper
// jet pack
// arccaster, pistol, thermal

// ----- Rep Vehicles -----
// rep_fly_jedifighter
// weapons, engine, power, explosion

// rep_fly_gunship
// weapons, engine, power, explosion
ho2cw_custom.asfx
Hidden/Spoiler:
#ifplatform xbox pc
effects\mvt_tauntaun_run_snow_L01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_L02.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_death.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_01.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_03.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_04.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_hurt.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
effects\mv2_tauntaun_run_snow_L01.wav mvt_tauntaun_run_snow_L01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_L02.wav mvt_tauntaun_run_snow_L02 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R01.wav mvt_tauntaun_run_snow_R01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R02.wav mvt_tauntaun_run_snow_R02 -resample ps2 16000
effects\crt2_taun-taun_death.wav crtr_taun-taun_death -resample ps2 16000
effects\crt2_taun-taun_grunt_01.wav crtr_taun-taun_grunt_01 -resample ps2 16000
effects\crt2_taun-taun_grunt_02.wav crtr_taun-taun_grunt_02 -resample ps2 16000
effects\crt2_taun-taun_grunt_03.wav crtr_taun-taun_grunt_03 -alias ps2 crtr_taun-taun_grunt_01
effects\crt2_taun-taun_grunt_04.wav crtr_taun-taun_grunt_04 -alias ps2 crtr_taun-taun_grunt_02
effects\crt2_taun-taun_hurt.wav crtr_taun-taun_hurt -resample ps2 16000
#endifplatform ps2
And I have 10 tauntaun related sound files in my effects folder. So does anyone have any ideas? Thanks!

Re: Issues With Sound

Posted: Mon Feb 16, 2015 3:17 pm
by jedimoose32
For anyone wondering, the comments in his LUA above the sound .lvls are from me - I did some work to help him get this working. For the record I was able to get everything working for him (in my test map, at least) except the tri-fighter, which I didn't really touch.

Re: Issues With Sound

Posted: Mon Feb 16, 2015 5:22 pm
by Hill400
Just adding onto that- I never even touched the trifighter and it was working perfectly fine, whereas the tauntaun + force lightning were not.