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Sounds...

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Created 11 years ago
by trebeltom1
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MAPS:
Dale's Dock
Compound
Dale's Dig

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i just can't get my custom sounds to work....
I have converted them succesfully, they appear in: C:\Users\Dale\Desktop\nazi zombies\raw\sound
(my root is C:\Users\Dale\Desktop\nazi zombies).
I add a sound alias which is for a cave sound and looks like this:

Code Snippet
Plaintext
 name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,probability,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,move_type,move_time,real_delay,distance_lpf,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# WIND,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
cave,,cave,0.35,0.35,1,1,,,,,,,,ambience,,2d,streamed,,looping,,,,,,,,,,,,,,,,,,,,,,,,,40,80,0.25,1,


it is called dalesdig.csv and is in: C:\Users\Dale\Desktop\nazi zombies\raw\soundaliases

I added these lines to my dalesdig.csv in: C:\Users\Dale\Desktop\nazi zombies\zone_source :

Code Snippet
Plaintext
 sound,dalesdig,,all_sp
sound,cave

I compiled my map, ran it, and the sound is not emitting from a script struct with the kvps:

script_wait_max 20
script_wait_min 10
script_sound cave
targetname cave
script_label random


please can you help!!??
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Your file name is probably wrong, unless your sound file does not have a file extension like .wav

- Phil.
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so i changed the second cave in the sound alias to cave.wav

and the sound,cave to sound,cave.wav
recompiled, still nothing....
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Are you building both the .iwd and the mod.ff files when building your mod? (unlike Treminaor's tut)
I found that solved my issues with for example the BO perk shaders not showing.
Last Edit: September 15, 2013, 04:18:29 pm by JR-Imagine
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Recompiled map, mod.ff and iwd

No luck...
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Your soundalias line has no compiler loadspec specified, yet you specified "all_sp" as the loadspec in your FF line.

Change your FF line to just be "sound,dalesdig,,," and remove the "sound,cave" as it is pointless.

If this still does not produce a working sound in-game, check your raw/sound folder to see if cave.wav even converted properly to there. If it did, make sure you copied it from raw/sound to root/mods/mapname/sound/ since you specified it as a streaming sound. Streaming sound means it will be streamed from the IWD instead of loaded into the fastfile.
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changed sound aliases as required, removed sound,cave.wav
recompiled map, mod.ff and iwd, then checked for sound file in the iwd ( was there)
still no luck...
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changed sound aliases as required, removed sound,cave.wav
recompiled map, mod.ff and iwd, then checked for sound file in the iwd ( was there)
still no luck...
Probably is your script implementation of it - I've never bothered using built in KVPs on structs like that.

test your sound by doing

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getPlayers()[0] playsound("cave");

somewhere.
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so I put a little thread:

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testsound()
{
wait(5);
getPlayers()[0] playsound("cave");
iPrintLnBold("played");
}


and surprise surprise, it just went straight to played, without playing the sound...
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Your soundalias should start with cave,cave.wav (you forgot the file extension).
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so i changed the second cave in the sound alias to cave.wav

and the sound,cave to sound,cave.wav
recompiled, still nothing....

I corrected that already...

 
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