Lightsaber sounds missing [Solved]

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Lightsaber sounds missing [Solved]

Post by Kingpin »

Hey everyone, I am trying to figure out why on certain maps I am missing sounds for Lightsabers. Here's an example of an LUA that isn't working. Any ideas?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("AIHeroSupport")
-- Imp Attacking (attacker is always #1)
REP = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2


WookieTeam= 3

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

EnableAIAutoBalance()

EnableSPHeroRules()

--CP SETUP for CONQUEST

cp1 = CommandPost:New{name = "CP1CON"}
cp3 = CommandPost:New{name = "CP3CON"}
cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}

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

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

conquest:Start()
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "Conquest",}
herosupport:SetHeroClass(REP, "tjo_hero_commando")
herosupport:SetHeroClass(IMP, "bos_inf_magnus")

herosupport:AddSpawnCP("CP1Con","CP1ConPath")
herosupport:AddSpawnCP("CP3Con","CP3ConPath")
herosupport:AddSpawnCP("CP4Con","CP4ConPath")
herosupport:AddSpawnCP("CP5Con","CP5ConPath")

herosupport:Start()

--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");

SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)


OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end

function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)


-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");

end

function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");


-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)

end

function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end

function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end

function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end

function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end

function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end

function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end

function ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3550000)
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")



SetMaxFlyHeight(70)


ReadDataFile("sound\\kas.lvl;kas2gcw")
ReadDataFile("dc:SIDE\\sit.lvl",
"sit_inf_trooper")

ReadDataFile("dc:SIDE\\tjo.lvl",
"tjo_inf_knight",
"tjo_inf_sage",
"tjo_inf_healer",
"tjo_inf_merc",
"tjo_inf_sentinel",
"tjo_inf_master",
"tjo_inf_rifleman",
"tjo_hero_commando",
"tjo_hero_vurk")

ReadDataFile("dc:SIDE\\bos.lvl",
"bos_inf_soldier",
"bos_inf_adept",
"bos_inf_sorcerer",
"bos_inf_assassin",
"bos_inf_lord",
"bos_inf_eradicator",
"bos_inf_master",
"bos_inf_magnus",
"bos_inf_hero")
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")


SetupTeams{

rep = {
team = REP,
units = 40,
reinforcements = 200,
soldier = { "tjo_inf_knight",7, 25},
assault = { "tjo_inf_sage",2, 8},
engineer = { "tjo_inf_healer",2, 8},
sniper = { "tjo_inf_rifleman",3, 12},
officer = {"tjo_inf_merc",1, 4},
special = { "tjo_inf_sentinel",1, 3},

},

IMP = {
team = IMP,
units = 40,
reinforcements = 200,
soldier = { "bos_inf_adept",7, 25},
assault = { "bos_inf_assassin",2, 8},
engineer = { "bos_inf_soldier",2, 8},
sniper = { "bos_inf_sorcerer",3, 12},
officer = { "bos_inf_lord",1, 4},
special = { "bos_inf_master",1, 3},
}
}


AddUnitClass(IMP,"bos_inf_eradicator", 1,2)
AddUnitClass(REP,"tjo_inf_master", 1,2)




-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each

SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityLight", 44)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 120)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 20)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 300)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("KAS\\kas2.lvl", "kas2_con")
SetDenseEnvironment("false")
SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")

-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")

SetBleedingVoiceOver(REP, REP, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(REP, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)

SetVictoryMusic(REP, "all_kas_amb_victory")
SetDefeatMusic (REP, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_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")


SetAttackingTeam(ATT)

--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);



-- GOOD SHOTS --
-- Gate to Right


--Kinda Cool --

AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);



end

[/code]
CdtFox
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Re: Lightsaber sounds missing

Post by CdtFox »

I think it's the same problem, as the missing vehicle sound ;)

http://www.gametoast.com/viewtopic.php?f=27&t=4750
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Re: Lightsaber sounds missing

Post by Kingpin »

CdtFox wrote:I think it's the same problem, as the missing vehicle sound ;)

http://www.gametoast.com/viewtopic.php?f=27&t=4750
No, I have Saber sounds on other maps. It just seems to be on Kashyyyk, Jabba's Palace, Utapau, and Kamino that I have this problem.
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Re: Lightsaber sounds missing

Post by ARCTroopaNate »

Is it a memorypool issue??
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Re: Lightsaber sounds missing

Post by Kingpin »

ARCTroopaNate wrote:Is it a memorypool issue??
Could be. However, I am not actually sure what pool the lightsaber sound needs more space from.
AQT
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Re: Lightsaber sounds missing

Post by AQT »

Most stock GCW era maps don't have lightsaber sounds in their sound .lvl files to begin with, like Kashyyyk. Who are the default heroes there? Chewbacca and Boba Fett, so no lightsaber sounds required. What you want to do is to load a stock GCW sound .lvl that has lightsaber sounds (like Mygeeto) and then add back the Kashyyyk ambient streams using the missing stock sounds tutorial.
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Re: Lightsaber sounds missing

Post by Kingpin »

AQT wrote:Most stock GCW era maps don't have lightsaber sounds in their sound .lvl files to begin with, like Kashyyyk. Who are the default heroes there? Chewbacca and Boba Fett, so no lightsaber sounds required. What you want to do is to load a stock GCW sound .lvl that has lightsaber sounds (like Mygeeto) and then add back the Kashyyyk ambient streams using the missing stock sounds tutorial.
Could I just load in the CW version of Kashyyyk? That should have saber sounds and ambient sounds.
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Re: Lightsaber sounds missing

Post by AQT »

Sure, but what other GCW specific sounds are you currently using, if any, would end up not working? And no, you shouldn't load both CW and GCW sounds together because any sounds that they have in common will break.
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Re: Lightsaber sounds missing

Post by Kingpin »

AQT wrote:Sure, but what other GCW specific sounds are you currently using, if any, would end up not working? And no, you shouldn't load both CW and GCW sounds together because any sounds that they have in common will break.
Alright. So you'd suggest I load in the GCW Kashyyyk sounds and manually do the lightsabers?
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Re: Lightsaber sounds missing

Post by AQT »

That's the complete opposite:
AQT wrote:What you want to do is to load a stock GCW sound .lvl that has lightsaber sounds (like Mygeeto) and then add back the Kashyyyk ambient streams using the missing stock sounds tutorial.
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Re: Lightsaber sounds missing

Post by Kingpin »

AQT wrote:That's the complete opposite:
AQT wrote:What you want to do is to load a stock GCW sound .lvl that has lightsaber sounds (like Mygeeto) and then add back the Kashyyyk ambient streams using the missing stock sounds tutorial.
Whoops :oops: Tried it and it works. Thanks again AQT! :D
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Re: Lightsaber sounds missing

Post by AQT »

You sure? I did the same exact thing here (see the third edit): http://www.gametoast.com/viewtopic.php?p=402635#p402635

Relevant parts of the lua file:
Hidden/Spoiler:
[code] ReadDataFile("sound\\myg.lvl;myg1gcw")
ReadDataFile("dc:sound\\tev.lvl;tevgcw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
...
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
...
SetAmbientMusic(ALL, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)

SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_amb_defeat")[/code]
tevgcw.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tevgcw"
}

REQN
{
"config"
"cis_hover_aat"
"exp_obj_water"
"kasgcw_music_config"
"kasgcw_music"
"wok_unit_vo"
"kas"
"kas2"
}
}[/code]
Be sure to copy over kasgcw_music_config.snd, kasgcw_music.mus, kas.snd, kas.st4, kas.stm, kas2.snd, and wok_unit_vo.snd from data_***\Sound\worlds\kas and data_***\Sound\global to data_***\Sound\worlds\*** before munging.
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Re: Lightsaber sounds missing

Post by Kingpin »

AQT wrote:You sure? I did the same exact thing here (see the third edit): http://www.gametoast.com/viewtopic.php?p=402635#p402635

Relevant parts of the lua file:
Hidden/Spoiler:
[code] ReadDataFile("sound\\myg.lvl;myg1gcw")
ReadDataFile("dc:sound\\tev.lvl;tevgcw")
ReadDataFile("dc:sound\\btr.lvl;btrgcw")
...
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
...
SetAmbientMusic(ALL, 1.0, "all_kas_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kas_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_kas_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kas_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kas_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_kas_amb_end", 2,1)

SetVictoryMusic(ALL, "all_kas_amb_victory")
SetDefeatMusic (ALL, "all_kas_amb_defeat")
SetVictoryMusic(IMP, "imp_kas_amb_victory")
SetDefeatMusic (IMP, "imp_kas_amb_defeat")[/code]
tevgcw.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tevgcw"
}

REQN
{
"config"
"cis_hover_aat"
"exp_obj_water"
"kasgcw_music_config"
"kasgcw_music"
"wok_unit_vo"
"kas"
"kas2"
}
}[/code]
Be sure to copy over kasgcw_music_config.snd, kasgcw_music.mus, kas.snd, kas.st4, kas.stm, kas2.snd, and wok_unit_vo.snd from data_***\Sound\worlds\kas and data_***\Sound\global to data_***\Sound\worlds\*** before munging.
Yes, I did that. However I didn't copy over the actual sound files, I simply mentioned them inside of the req, and loaded in the stock mygeeto sounds. Worked like a charm.
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