1) Check that you've achieved the actual goal of cutting down the sound memory use by putting
mem in the debug console. It might not have reduced the file size that dramatically at first, but you have total control of your
.sfx file now, so you can go and delete sounds in there which you aren't using in your level. eg. if you've replaced the weapon sounds, or you aren't using the snowspeeder etc. You can also clean up which config files are in
DEFgcw.req, but I don't think removing config files will free up that much space, whereas every line in a
.sfx is an extra wav file you're loading (even if you don't use it, you still load it). At a push, you can munge your own
.stm and
.st4 to take out some of the streams too, but you'll need audio rips (last case scenario).
2) Check your
.sfx files for duplicate lines, because you don't want to try asking it to load the same effect twice. I was looking in
hot1gcw.sfx and I found this:
Code: Select all
// Big Turret Fire
#ifplatform xbox pc
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\wp2_IFT_blaster_fire.wav wpn_IFT_blaster_fire -resample ps2 16000
#endifplatform ps2
One of the Hoth turrets already uses the Imperial hovertank's primary weapon sound. So in your
.sfx where you add all the IFT sounds, you shouldn't add that wav fail again. Comment it out like so:
Code: Select all
// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100 // This line is commented out because the sound is already loaded
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050 // This line is commented out because the tank doesn't use it
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_gunship_laser_fire.wav wpn_gunship_laser_fire -resample ps2 16000
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample ps2 8000
//..\..\global\effects\wp2_IFT_blaster_fire.wav wpn_IFT_blaster_fire -resample ps2 16000 // This line is commented out because the sound is already loaded
..\..\global\effects\wp2_IFT_missile_fire.wav wpn_IFT_missile_fire -resample ps2 16000
//..\..\global\effects\wp2_IFT_trtBlaster_fire.wav wpn_IFT_trtBlaster_fire -resample ps2 16000 // This line is commented out because the tank doesn't use it
..\..\global\effects\eP2_interceptorTank_low_lp.wav eng_interceptorTank_low_lp -resample ps2 3000
..\..\global\effects\eP2_interceptorTank_mid_lp.wav eng_interceptorTank_mid_lp -resample ps2 6000
..\..\global\effects\eP2_interceptorTank_hi_lp.wav eng_interceptorTank_hi_lp -resample ps2 16000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------
That's the only time I saw sounds from the hovertank (see the samples in
data_DEF\Sound\gcw\imp_hover_fightertank.snd) appear in the hoth stock
.sfx. But if you're adding xwing sounds and gunship sounds then make sure they don't contain duplicates of each other's sounds either. I can only hope that because the IFT blaster is sampled in the hovertank config file, that it's somehow breaking the whole config file including the engines. Also, your req file only contains the name of each config file once? I couldn't find anything in the config files for the xwing, hovertank or all the stock hoth configs which conflict with each other (use the same name for things). After that, I don't have any more ideas.