Issue with switching stock sounds
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kiprobin
- First Lance Corporal

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Re: Issue with switching stock sounds
I can now verify that this works perfectly. Unfortunately, however, I'm still getting the crash whenever I try to load the imp hovertank sounds (even if it's only to the hovertank itself, not the t4b), and I have absolutely no idea why. My guess is I just have too many vehicles roaming around, and having one more engine parameterized sound out there is somehow overwhelming the system, but that's just a guess. In any case, I was at least able to load it all to one .lvl as intended, and I agree with RevanSithLord that this should be added to the faq. It may not have solved the weird problem I'm having, which seems to be caused by something completely different that I have no real clue about, but it's still a great way to load sound, and I am very thankful to Sporadia for the help
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Sporadia
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Re: Issue with switching stock sounds
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:
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:
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.
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 ps2Code: 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
// ---------------------------------------------------------------------------------------------------------------
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kiprobin
- First Lance Corporal

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Re: Issue with switching stock sounds
I had already removed a number of lines from the hoth sfx to create more memory, and I had also already tried removing the hovertank weapons from the sfx too, no luck. The only other thing I could think to do was load something like the kas lvl instead of hoth, then load in the walkers, hoth turrets, etc. in place of the combatspeeder and such, but I suspect I would run into similar problems. No duplicates in the config section either.
It's also worth noting that I had to split it up into 2 sfx files; one for the hoth sounds, one for the other global sounds I was loading. When I tried loading them all in one sfx, the sound completely didn't work; no sound for anything. I think your original guess that sfx files have a limit is correct.
I can just not put a hovetank in the map, and I can live without engine sounds for the t4b, and while I did have to split the sfx files into two, your method still worked perfectly well
It's also worth noting that I had to split it up into 2 sfx files; one for the hoth sounds, one for the other global sounds I was loading. When I tried loading them all in one sfx, the sound completely didn't work; no sound for anything. I think your original guess that sfx files have a limit is correct.
I can just not put a hovetank in the map, and I can live without engine sounds for the t4b, and while I did have to split the sfx files into two, your method still worked perfectly well
