Call of Duty 5: World at War => Help Desk => Mapping => Topic started by: trebeltom1 on September 15, 2013, 02:54:45 pm
Title: Sounds...
Post by: trebeltom1 on September 15, 2013, 02:54:45 pm
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:
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 :
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!!??
Title: Re: Sounds...
Post by: YaPh1l on September 15, 2013, 03:03:10 pm
Your file name is probably wrong, unless your sound file does not have a file extension like .wav
- Phil.
Title: Re: Sounds...
Post by: trebeltom1 on September 15, 2013, 04:07:51 pm
so i changed the second cave in the sound alias to cave.wav
and the sound,cave to sound,cave.wav recompiled, still nothing....
Title: Re: Sounds...
Post by: JR-Imagine on September 15, 2013, 04:18:02 pm
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.
Title: Re: Sounds...
Post by: trebeltom1 on September 15, 2013, 05:14:42 pm
Recompiled map, mod.ff and iwd
No luck...
Title: Re: Sounds...
Post by: treminaor on September 15, 2013, 05:22:17 pm
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.
Title: Re: Sounds...
Post by: trebeltom1 on September 15, 2013, 07:49:15 pm
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...
Title: Re: Sounds...
Post by: treminaor on September 15, 2013, 07:58:57 pm
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
somewhere.
Title: Re: Sounds...
Post by: trebeltom1 on September 15, 2013, 08:26:25 pm
so I put a little thread:
and surprise surprise, it just went straight to played, without playing the sound...
Title: Re: Sounds...
Post by: treminaor on September 15, 2013, 08:28:09 pm
Your soundalias should start with cave,cave.wav (you forgot the file extension).
Title: Re: Sounds...
Post by: trebeltom1 on September 15, 2013, 08:30:12 pm