Sound Problems very diffiuclt!

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Jawa_Killer
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Sound Problems very diffiuclt!

Post by Jawa_Killer »

ok i have 2 soundproblems

1.background music does not work

2.Missing rep_weap_inf_rifle shots and pistol shots doesnt appear (the sound)

thats what i did


at first i wrote this in modid1.req


ucft
{
REQN
{
"str"
"align=2048"
"sith1gcw_music"
}
REQN
{
"lvl"
"sith1gcw"
}

}



then i wrote this in modidgcw.req

ucft
{
REQN
{
"bnk"
"align=2048"
"sith1"
}

REQN
{
"config"
"sith1gcw_music_config"
}
}



then i wrote this in modid.sfx


// Republic Unit Weapons -----
#ifplatform pc
..\..\cw\effects\wpn_rep_blaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_pistol_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_sniperrifle_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_grenadelaunch_fire.wav -resample pc 44100
#endifplatform pc


then i wrote this in modidgcw_music.stm


// ----- Ambient Bleed Music -----------
Streams\padme.wav rep_geo_amb_start
Streams\padme.wav rep_geo_amb_middle
Streams\padme.wav rep_geo_amb_middle02
Streams\padme.wav rep_geo_amb_end
Streams\padme.wav cis_geo_amb_start
Streams\padme.wav cis_geo_amb_middle
Streams\padme.wav cis_geo_amb_middle02
Streams\padme.wav cis_geo_amb_end


then i wrote this in modidgcw_music_config.snd


// ----- Republic Music -----

SoundStream()
{
Name("all_sith1_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_start", 1.0);
}
}

SoundStream()
{
Name("all_sith1_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
CyclePlayback(1);
SegmentList()
{
Segment("all_sith1_amb_start", 0.5);
}
}

SoundStream()
{
Name("all_sith1_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_start", 1.0);
}
}

SoundStream()
{
Name("all_sith1_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_victory", 1.0);
}
}

SoundStream()
{
Name("all_sith1_amb_defeat");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_defeat", 1.0);
}
}

SoundStream()
{
Name("all_sith1_amb_vehicle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
CyclePlayback(1);
SegmentList()
{
Segment("all_sith1_amb_veh02", 0.33);
Segment("all_sith1_amb_veh01", 0.33);
Segment("all_sith1_amb_veh03", 0.33);
}
}

//----- CIS Music -----

SoundStream()
{
Name("imp_sith1_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_start", 1.0);
}
}

SoundStream()
{
Name("imp_sith1_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
CyclePlayback(1);
SegmentList()
{
Segment("all_sith1_amb_start", 0.5);
}
}

SoundStream()
{
Name("imp_sith1_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("all_sith1_amb_start", 1.0);
}
}

SoundStream()
{
Name("imp_sith1_amb_victory");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("imp_sith1_amb_victory", 1.0);
}
}

SoundStream()
{
Name("imp_sith1_amb_defeat");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
SegmentList()
{
Segment("imp_sith1_amb_defeat01", 0.5);
Segment("imp_sith1_amb_defeat02", 0.5);
}
}

SoundStream()
{
Name("imp_sith1_amb_vehicle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("sith1gcw_music");
CyclePlayback(1);
SegmentList()
{
Segment("imp_sith1_amb_veh03", 0.33);
Segment("imp_sith1_amb_veh02", 0.33);
Segment("imp_sith1_amb_veh01", 0.33);
}
}



and put the padme file in streams.

also i wrote in modida.lua

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("dc:sound\\sith1.lvl;sith1gcw")
--end soundlvl


and down this

--start soundconfig
OpenAudioStream("dc:sound\\sith1.lvl","sith1gcw_music");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
.................................


now can some1 help me???pls its very important for me :D
NegativeSmiley

RE: Sound Problems very diffiuclt!

Post by NegativeSmiley »

not an answer but to add onto that if someone knows how to put weapon sounds from any CW era weapons to maps on GCW era I, and im sure a few others, would greatly appreciate it.
Jawa_Killer
Brigadier General
Brigadier General
Posts: 629
Joined: Thu Jun 23, 2005 6:06 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Sound Problems very diffiuclt!

Post by Jawa_Killer »

ok dont works..........now leet me see is that right?


sith1.req>>sith1gcw_music.stm++++>>sith1gcw.req>>sith1gcw_music_config.snd+++++sith1gcw.asfx ??


so my actual content of the asfx file

// Republic Unit Weapons -----
#ifplatform pc
..\..\cw\effects\wpn_rep_blaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_pistol_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_sniperrifle_fire.wav -resample pc 44100
..\..\cw\effects\wpn_rep_grenadelaunch_fire.wav -resample pc 44100
#endifplatform pc

of the sith1gcw_music.stm

// ----- Ambient Bleed Music -----------
Streams\padme.wav all_sith1_amb_start
Streams\padme.wav all_sith1_amb_middle
Streams\padme.wav all_sith1_amb_middle02
Streams\padme.wav all_sith1_amb_end
Streams\padme.wav imp_sith1_amb_start
Streams\padme.wav imp_sith1_amb_middle
Streams\padme.wav imp_sith1_amb_middle02
Streams\padme.wav imp_sith1_amb_end

of the sith1gcw_music_config.snd

like above.

also my sith1a.lua looks like this

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("dc:sound\\sith1.lvl;sith1gcw")
--end soundlvl


..............


--start soundconfig
OpenAudioStream("dc:sound\\sith1.lvl","sith1gcw_music");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_sith1_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_sith1_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_sith1_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_sith1_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_sith1_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_sith1_amb_end",2,1);


so i dont understand what the .snd file for the asfx file what must it look like what does it?Thx psysh0!!
Jawa_Killer
Brigadier General
Brigadier General
Posts: 629
Joined: Thu Jun 23, 2005 6:06 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Sound Problems very diffiuclt!

Post by Jawa_Killer »

ah and by the way my .str file is now 10 mb big?!but no sound in game and is it maybe a problem that my padme.wav file is 37 mb huge??but the str file only 10.....
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