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Soundstream and Soundtrigger failure

Posted: Mon Jun 20, 2016 5:19 am
by giftheck
I'm getting soundtrigger failures on my map, and my ambient streams do not work. I've tried adding in the Hoth ambient streams for Clone Wars but I get this error:

Code: Select all

Message Severity: 2
.\source\LoadUtil.cpp(986)
CreateRegion('soundtrigger hot_loudspeaker' [aeda3375], type [70c67e32]) failed

Re: Soundspace failure

Posted: Mon Jun 20, 2016 9:28 am
by Teancum
Well that error is rather cryptic, isn't it?

Re: Soundspace failure

Posted: Mon Jun 20, 2016 9:51 am
by giftheck
It is. And it's really bizarre because the soundspaces still work in GCW.

Re: Soundspace failure

Posted: Mon Jun 20, 2016 11:30 am
by Teancum
The only thing I can think of is whether there's an issue with available memory allocation. I think the fake console command is mem. It's a real shot in the dark, though.

Re: Soundspace failure

Posted: Mon Jun 20, 2016 2:04 pm
by Marth8880
Okay, what?

>soundspace failure
>CreateRegion('soundtrigger
>trying to add ambient streams

Which one of these things are you trying to do? Because they are all very different from one another.

Also, sound streams don't use exe memory since they're read (streamed) directly from disk.

Re: Soundspace failure

Posted: Tue Jun 21, 2016 4:58 am
by giftheck
Marth8880 wrote:Okay, what?

>soundspace failure
>CreateRegion('soundtrigger
>trying to add ambient streams

Which one of these things are you trying to do? Because they are all very different from one another.

Also, sound streams don't use exe memory since they're read (streamed) directly from disk.
Are they not? Okay, then.

The ambient streams are not working anyway, and I get the error about sound triggers only in CW.

Re: Soundspace failure

Posted: Tue Jun 21, 2016 1:42 pm
by AQT
If you simply open ZE up, you can see that soundspace, soundtrigger, and soundstream (this is what you want to use for ambient streams) are three distinct region types each with a different purpose. You should edit your posts to avoid confusion for future references.

So how exactly did you go about adding the Hoth ambient streams, and was the soundtrigger error already present before you attempted to add the ambient streams?

Re: Soundspace failure

Posted: Tue Jun 21, 2016 3:50 pm
by giftheck
AQT wrote:If you simply open ZE up, you can see that soundspace, soundtrigger, and soundstream (this is what you want to use for ambient streams) are three distinct region types each with a different purpose. You should edit your posts to avoid confusion for future references.

So how exactly did you go about adding the Hoth ambient streams, and was the soundtrigger error already present before you attempted to add the ambient streams?
I'll edit the OP, and the topic title. I've just realised soundspaces refers to what effects are generated within that space such as reverb for cavernous areas, and as far as I know, I'm not having any issues with those.

As for the streams, I added them into my sound lvl files thus:

hot.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
"hot1cw"
}
REQN
{
"lvl"
"hot1cw"
"hot1gcw"
}

}
hotcw.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"hot1cw"
}

REQN
{
"config"
"cis_fly_tridroidfighter"
"com_weap_gunturret"
"com_weap_lightsaber"
"exp_cannon"
"hot1cw"
"legacycw"
"rep_walk_atte"
}
}
hot1cw.ST4
Hidden/Spoiler:
streams\amb_hothExterior_fnt.wav hot_amb_wind
streams\amb_hothExterior_bck.wav
streams\amb_hothIceCave_fnt.wav hot_amb_icecave
streams\amb_hothIceCave_bck.wav
streams\amb_hothHangar_fnt.wav hot_amb_hangar
streams\amb_hothHangar_bck.wav
hot1cw.STM
Hidden/Spoiler:
streams\amb_hothExterior_PL2.wav hot_amb_wind
streams\amb_hothIceCave_PL2.wav hot_amb_icecave
streams\amb_hothHangar_PL2.wav hot_amb_hangar
The errors for the soundtriggers did appear before I added these in. There's no issue with the munge., and they do not fail in GCW.