AAT Engine sounds cause random crashes during game

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JazzMaster
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Posts: 166
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AAT Engine sounds cause random crashes during game

Post by JazzMaster »

So I have a custom sound file made to load custom weapon sounds and also missing stock sounds for weapons, flyers and vehicles. The map this sound file is being used in is also loading the stock space map sound file. So I'm pretty much using the custom file (along with another custom sound file) to load everything that is missing, which has been working without problems for me until I added the AAT sounds. When I had the AAT in my map, it would crash to desktop randomly during gameplay, although all the sounds load and work properly in game. The crash can happen not too long after the start of the map or at any other point during the game. It's always random, never on start up, and doesnt produce any Bfront2log errors. I was able to pinpoint it down to the engine sounds of the AAT. When I take "EngineSound = "cis_hover_aat_engine_parameterized"" out of the AAT's odf file the crashing doesn't happen anymore. I tried to avert this by loading the source .wav files for the AAT in my custom sound file instead of calling them in the .sfx file. The sounds work fine but I have the same random crashing problem. I feel it has to be something with the .snd file, even though it's stock and I haven't made any modifications to it.

Stock AAT .snd file. Can you spot anything weird in here?? I can't imagine there is, but it's really the only place left to look that makes sense..
Hidden/Spoiler:
[code]// CIS_hover_AAT ----------------------------------------
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
Gain(0.6);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform pc
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(1.0);
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(0.9);
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform pc
// AAT Engine start------------------------------------------------------------

// Engine -------

SoundProperties()
{
Name("aat_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);

}
}

ParameterGraph()
{
Name("aat_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("aat_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.8);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

SoundLayered()
{
Name("aat_engine_layered");
Layer("aat_engine_low_idle", "aat_engine_low_idle_property", 0.0);
Layer("aat_engine_med_idle", "aat_engine_med_idle_property", 0.0);
Layer("aat_engine_high_idle", "aat_engine_high_idle_property", 0.0);
}

SoundParameterized()
{
Name("cis_hover_aat_engine_parameterized");
SoundLayered("aat_engine_layered");
Layer()
{
Name("aat_engine_low_idle");
ParameterGraph("speed", "aat_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_med_idle");
ParameterGraph("speed", "aat_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_high_idle");
ParameterGraph("speed", "aat_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
also, my .sfx:
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------

// Xwing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_xwing_shpRll_01.wav xwing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_xwing_accel_01.wav xwing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_xwing_deccel_01.wav xwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_xwing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_xwing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_xwing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_xwing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_xwing_med_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_xwing_blaster_fire.wav wpn_xwing_blaster_fire -resample ps2 16000
//..\..\gcw\effects\wp2_xwing_torpedo_fire.wav wpn_xwing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_xwing_hi_lp.wav eng_xwing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_xwing_low_lp.wav eng_xwing_low_lp -resample ps2 2000
..\..\gcw\effects\eP2_xwing_med_lp.wav eng_xwing_med_lp -resample ps2 5000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------


// Ywing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_ywing_shpRll_01.wav ywing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_ywing_accel_01.wav ywing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_ywing_deccel_01.wav ywing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_ywing_ionCannon_fire.wav -resample pc 22050
//..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
//..\..\gcw\effects\wp2_ywing_ionCannon_fire.wav wpn_ywing_ionCannon_fire -resample ps2 20000
//..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_ywing_hi_lp.wav eng_ywing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_ywing_low_lp.wav eng_ywing_low_lp -resample ps2 3000
..\..\gcw\effects\eP2_ywing_mid_lp.wav eng_ywing_mid_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------



// All Sniper Rifles
..\..\global\effects\wep_All_sniper_01.wav -resample ps2 16000 xbox 22050 pc 22050

// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\wpn_boba_burst.wav wpn_boba_burst -resample ps2 16000 xbox 22050 pc 22050


..\..\cw\effects\wpn_droideka_blaster_fire.wav -resample xbox 20000 pc 22050


//..\..\cw\effects\wpn_AAT_blaster_fire.wav -resample xbox 22050 pc 22050
..\..\cw\effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100


..\..\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
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050[/code]
and .asfx:
Hidden/Spoiler:
[code]effects\wpn_tie_blaster.wav -resample xbox 22050 pc 22050
effects\all_blaster_fire.wav -resample xbox 22050 pc 22050
effects\nemblaster_fire.wav -resample xbox 22050 pc 22050
effects\wpn_dt57_fire.wav -resample xbox 22050 pc 22050
effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050[/code]
EDIT: I loaded in the IFT tank sounds and used it's engine sounds for the AAT with the same results. Sounds work, but map still crashes at random. Also tried this with the republic gunship engine sound, which is loaded by the stock space sound file, and got the same results. This is weird..
jedimoose32
Field Commander
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Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: AAT Engine sounds cause random crashes during game

Post by jedimoose32 »

Hey. I checked the files you posted. Everything looks totally fine from what I can see. Can you post the AAT's odf file?
hunpeter12
Command Sergeant Major
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Projects :: Underground City The Complex [WIP]
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Re: AAT Engine sounds cause random crashes during game

Post by hunpeter12 »

Try adding a different vehicle, and check if it works with it or not.
Marth8880
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Posts: 5042
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Contact:

Re: AAT Engine sounds cause random crashes during game

Post by Marth8880 »

You should never really use an .sfx file unless you're not loading any stock sound files. Put all of the contents of the .sfx file into the .asfx file. Also, for the sound property, layered, and parameterized names, try renaming all instances of "cis" in the AAT's .snd file to "cis2". Don't forget to reflect the changes in the vehicle and its weapons' ODFs.

Alternatively, you could simply not load any stock sound file and instead load all of the space sounds in your custom LVL if you're up to it. :p
JazzMaster
Master Sergeant
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Posts: 166
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Projects :: Cato Neimoidia- Invasion
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Re: AAT Engine sounds cause random crashes during game

Post by JazzMaster »

jedimoose32 wrote:Hey. I checked the files you posted. Everything looks totally fine from what I can see. Can you post the AAT's odf file?
AAT odf.
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "cis_hover_aat.msh"

[Properties]

HUDModel = "hud_AAT_shape"
WaterEffect = "com_sfx_waterwake_lg"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.5"
GeometryName = "cis_hover_aat"
Explosion = "cis_hover_aat_exp"
ExplosionCritical = "cis_hover_aat_exp"
ExplosionDestruct = "cis_hover_aat_exp"
//FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = "4"
CollisionThreshold = "5"

MaxHealth = "8000"
HitLocation = "p_crithit 4.0"

TimeRequiredToEject = "10.0"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"
SetAltitude = "0.5"
GravityScale = "4"
LiftSpring = "4"
LiftDamp = "3"

Acceleration = "7.25"
Deceleration = "5.5"
Traction = "20"
ForwardSpeed = "8"
ReverseSpeed = "6"
StrafeSpeed = "6"

EnergyBar = 60
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 17
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = "0.8"
BodyOmegaXSpringFactor = "2"
VelocitySpring = "5"
VelocityDamp = "2.5"
OmegaXSpring = "1"
OmegaXDamp = "3"
OmegaZSpring = "4"
OmegaZDamp = "1.5"
SpinRate = "1.7"
TurnRate = "1.7"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
StrafeRollAngle = "0.01"
ThrustPitchAngle = "0"
BankAngle = "-0.01"
BankFilter = "3"
LevelSpring = "2"
LevelDamp = "1"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "20"
EyePointOffset = "0.0 2.5 -2.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 -1.0 10.0"
TiltValue = "7"
PitchLimits = "-30 20"
YawLimits = "-90 90"


WEAPONSECTION = "1"
WeaponName = "cis_weap_hover_aat_cannon"
WeaponAmmo = "0"
AimerNodeName = "side_gun_1"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-30.0 10.0"
BarrelNodeName = "recoil_1"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "side_gun_2"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-10.0 30.0"
BarrelNodeName = "recoil_2"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_1"

WEAPONSECTION = "2"
WeaponName = "cis_weap_hover_aat_missile"
WeaponAmmo = "0"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_1"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_1"

VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_sidegun1"

SoldierCollision = "CollisionMesh"

FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
TurretNodeName = "Gun_Body"
PitchLimits = "-40.0 20.0"
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0"
PCPitchRate = "15"
TurnRate = "1.8"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
PitchDamp = "10"
BarrelNodeName = "recoil_3"
BarrelRecoil = "0.75"
FirePointName = "hp_cannon_1"
EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "10"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
WeaponName = "cis_weap_hover_aat_launcher"
WeaponAmmo = "0"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"
VOUnitType = 086
EngineSound = "cis2_hover_aat_engine_parameterized"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
ChunkTerrainEffect = "dirtspray"
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.25"
MusicDelay = "3"
FoleyFXGroup = "metal_foley"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "LEAF"
ChunkOmega = "0.2 0.0 0.2"
ChunkSpeed = "2"

[/code]
Marth8880 wrote:You should never really use an .sfx file unless you're not loading any stock sound files.
Really? i always thought the .sfx was for loading stock sounds and .asfx was for loading custom .wav files. I tried taking all the contents from my .sfx and pasting them into the .asfx, and took the line that called the .sfx out of my abccw.req but only the custom sounds worked.
Marth8880 wrote: Also, for the sound property, layered, and parameterized names, try renaming all instances of "cis" in the AAT's .snd file to "cis2". Don't forget to reflect the changes in the vehicle and its weapons' ODFs.
Tried this, the sounds work but the crashing still happens. At this point i am loading the all of the AAT .wavs in the asfx as opposed to just the engine sounds.
hunpeter12 wrote:Try adding a different vehicle, and check if it works with it or not.
Added the rep_hover_fightertank with its sounds instead of the aat. Same crashing problem. Makes me think it isnt the sound file but possibly some memorypool limit??

Here's my cmn script, to give an idea of what is being loaded:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo



ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("dc:SIDE\\arc.lvl",
"arc_fly_hyena",
"rep_fly_anakinstarfighter_sc",
"rep_fly_z95_auto",
"rep_fly_z95",
"rep_fly_arc170fighter_sc",
"arc_fly_ywing_red",
"arc_fly_ywing_yellow",
"rep_inf_ep3_marine",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_sniper",
"rep_inf_ep3_elite",
"arc_inf_commander_bacara",
"rep_inf_ep3_pilot",
"rep_inf_ep3_engineer",
"rep_fly_gunship_sc")
ReadDataFile("dc:SIDE\\sep.lvl",
"cis_fly_droidfighter_sc",
"cis_fly_droidfighter_auto",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter",
"cis_fly_droidgunship",
"cis_inf_nemoidian",
"cis_inf_nem_support",
"cis_inf_officer")
ReadDataFile("dc:SIDE\\rep.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_inf_sniper",
"rep_inf_ep3_officer",
"cis_hero_grievous",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst",
"cis_inf_melee_commando")


end

myTeamConfig = {
rep = {
team = REP,
units = 50,
reinforcements = 900,
pilot = { "rep_inf_ep3_pilot",1, 5},
assault = { "rep_inf_ep3_marine",1, 13},
marine = { "rep_inf_ep3_elite",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 3},
soldier = { "rep_inf_ep3_rifleman",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 5},
officer = { "arc_inf_commander_bacara",1, 3},
special = { "rep_inf_ep3_officer",1, 1},
},
cis = {
team = CIS,
units = 44,
reinforcements = 800,
pilot = { "cis_inf_pilot",1, 4},
marine = { "cis_inf_nemoidian",1, 10},
assault = { "cis_inf_marine",1, 4},
sniper = { "cis_inf_sniper",1, 2},
soldier = { "cis_inf_rifleman",1, 10},
officer = { "cis_inf_officer",1, 3},
engineer = { "cis_inf_nem_support",1, 7},
special = { "cis_hero_grievous",1, 1},
melee = { "cis_inf_melee_commando",1, 3},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(3000)
end



SetMinFlyHeight(-900)
SetMaxFlyHeight(4500)
SetMinPlayerFlyHeight(-900)
SetMaxPlayerFlyHeight(4500)
SetAIVehicleNotifyRadius(100)

ReadDataFile("dc:sound\\abc.lvl;abccw")
ReadDataFile("dc:sound\\thc.lvl;thcgcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("sound\\tat.lvl;tat2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 1500)
SetMemoryPoolSize("AmmoCounter", 1500)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", 1500)
SetMemoryPoolSize("EntityCloth", 80)
SetMemoryPoolSize("EntityDroid", 40)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityFlyer", 102)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",400)
SetMemoryPoolSize("SoldierAnimation", 1600)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 300)
SetMemoryPoolSize("Navigator", 400)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2200)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 2200)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2200)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedShadingState", 100)
SetMemoryPoolSize("UnitAgent", 1200)
SetMemoryPoolSize("UnitController", 1200)
SetMemoryPoolSize("Weapon", 1500)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 600)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end


ReadDataFile("dc:CND\\CND.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);




end




[/code]
abccw.lvl is the sound file in question
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: AAT Engine sounds cause random crashes during game

Post by jedimoose32 »

I guess it could be memory-related, but I don't see any memory pool sizes you can change to fix the issue. Just to confirm, the crash happens completely 100% at random right? Not when, for example, you do something in particular with the tank (like shoot one of the weapons, or swivel the turret)?

Marth will know whether what I'm about to say is accurate: This could be pure superstition, but I seem to remember reading somewhere that in your cmn script it's best practice to call your sound files in alphabetical order. I see you have yours called this way:

Code: Select all

    ReadDataFile("dc:sound\\abc.lvl;abccw")
    ReadDataFile("dc:sound\\thc.lvl;thcgcw")
    ReadDataFile("sound\\spa.lvl;spa2cw")
    ReadDataFile("sound\\tat.lvl;tat2cw")
Try:

Code: Select all

    ReadDataFile("dc:sound\\abc.lvl;abccw")
    ReadDataFile("sound\\spa.lvl;spa2cw")
    ReadDataFile("sound\\tat.lvl;tat2cw")
    ReadDataFile("dc:sound\\thc.lvl;thcgcw")
I could be remembering this incorrectly.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: AAT Engine sounds cause random crashes during game

Post by Marth8880 »

jedimoose32 wrote:I guess it could be memory-related, but I don't see any memory pool sizes you can change to fix the issue. Just to confirm, the crash happens completely 100% at random right? Not when, for example, you do something in particular with the tank (like shoot one of the weapons, or swivel the turret)?
When the sound sample memory pool runs over its limit, the most-recently-loaded sound LVL (or basically the LVL causing the pool to run over) isn't loaded in. About 99.9% of the game's crashing issues are related to anything *but* sound.
jedimoose32 wrote:Marth will know whether what I'm about to say is accurate: This could be pure superstition, but I seem to remember reading somewhere that in your cmn script it's best practice to call your sound files in alphabetical order.
Technically it's best practice to load all of your sounds in a single sound LVL, but that's difficult for modders to do, so instead, our best practice is to load sound LVLs by order of priority in descending order (highest first, lowest last).


I just realized that the .snd file is looking for nonexistent parameter graphs. Try this file instead:
Hidden/Spoiler:
[code]// CIS_hover_AAT ----------------------------------------
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
// AAT Engine start------------------------------------------------------------

// Engine -------

SoundProperties()
{
Name("aat2_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);

}
}

SoundProperties()
{
Name("aat2_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("aat2_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);

}
}

ParameterGraph()
{
Name("aat2_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("aat2_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat2_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat2_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat2_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.8);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat2_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

SoundLayered()
{
Name("aat2_engine_layered");
Layer("aat2_engine_low_idle", "aat2_engine_low_idle_property", 0.0);
Layer("aat2_engine_med_idle", "aat2_engine_med_idle_property", 0.0);
Layer("aat2_engine_high_idle", "aat2_engine_high_idle_property", 0.0);
}

SoundParameterized()
{
Name("cis_hover_aat2_engine_parameterized");
SoundLayered("aat2_engine_layered");
Layer()
{
Name("aat2_engine_low_idle");
ParameterGraph("speed", "aat2_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_low_idle_acceleration","gain");
}
Layer()
{
Name("aat2_engine_med_idle");
ParameterGraph("speed", "aat2_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_med_idle_acceleration","gain");
}
Layer()
{
Name("aat2_engine_high_idle");
ParameterGraph("speed", "aat2_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_high_idle_acceleration","gain");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
I'm pretty sure the stock AAT .snd file lacks the exact same parameter graphs, but even if it does, you never know what could cause an issue with Battlefront's freakin' sound engine...
JazzMaster
Master Sergeant
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Posts: 166
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Re: AAT Engine sounds cause random crashes during game

Post by JazzMaster »

jedimoose32 wrote:I guess it could be memory-related, but I don't see any memory pool sizes you can change to fix the issue. Just to confirm, the crash happens completely 100% at random right? Not when, for example, you do something in particular with the tank (like shoot one of the weapons, or swivel the turret)?
It's absolutely at random. I've tried everything, and it seems there is nothing in particular that triggers the crash. Sometimes it doesn't even happen.

I ended up narrowing down the sound files to the stock space file and the ABC sound file. All the sounds work that way (except the lightsaber sounds won't load anymore for the GCW era, but thats kind of unrelated right now as the crashing only happens on the CW era)

Code: Select all

    ReadDataFile("dc:sound\\abc.lvl;abccw")
    ReadDataFile("sound\\spa.lvl;spa2cw")
I was almost certain this caused the crashing to stop, since i played last night and there was no crash. but i played it again today and then bam - crashed again.
Marth8880 wrote:
I just realized that the .snd file is looking for nonexistent parameter graphs. Try this file instead:
Hidden/Spoiler:
[code]// CIS_hover_AAT ----------------------------------------
SoundProperties()
{
Name("cis_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
SoundProperties()
{
Name("cis_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
// AAT Engine start------------------------------------------------------------

// Engine -------

SoundProperties()
{
Name("aat2_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);

}
}

SoundProperties()
{
Name("aat2_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("aat2_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);

}
}

ParameterGraph()
{
Name("aat2_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("aat2_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat2_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat2_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat2_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.8);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat2_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

SoundLayered()
{
Name("aat2_engine_layered");
Layer("aat2_engine_low_idle", "aat2_engine_low_idle_property", 0.0);
Layer("aat2_engine_med_idle", "aat2_engine_med_idle_property", 0.0);
Layer("aat2_engine_high_idle", "aat2_engine_high_idle_property", 0.0);
}

SoundParameterized()
{
Name("cis_hover_aat2_engine_parameterized");
SoundLayered("aat2_engine_layered");
Layer()
{
Name("aat2_engine_low_idle");
ParameterGraph("speed", "aat2_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_low_idle_acceleration","gain");
}
Layer()
{
Name("aat2_engine_med_idle");
ParameterGraph("speed", "aat2_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_med_idle_acceleration","gain");
}
Layer()
{
Name("aat2_engine_high_idle");
ParameterGraph("speed", "aat2_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat2_engine_high_idle_acceleration","gain");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
I'm pretty sure the stock AAT .snd file lacks the exact same parameter graphs, but even if it does, you never know what could cause an issue with Battlefront's freakin' sound engine...
Just tried this Marth, but the AAT engine sounds arent there in game. EDIT: jumped the gun a bit on this, turns out it was just because the names didnt match up. it works.

I'm close to just leaving the AAT engine sounds blank for this map if they are being this problematic. I swear, setting up sound files is like playing Wack 'a' Mole blindfolded. You never know whats going to happen when you change something.

But I have to ask, would any of you guys want me to upload my sound folder and a copy of the map to test it with? If so i'll PM you then link when/if i upload it.

and for the record, my current reqs, .asfx/sfx files:
abccw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"abc"
"abccw"
}

REQN
{
"config"
"all_unit"
"imp_unit"
"rep_walk_atte"
"all_fly_xwing"
"all_fly_ywing"
"tie_blaster"
"cis2_hover_aat"
}
}[/code]
abcgcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"abc"
"abcgcw"

}

REQN
{
"config"
"rep_walk_atte"
"all_unit"
"imp_unit"
"tie_fire"
"cis_fly_grievousfighter"


}
}[/code]
abc.asfx
Hidden/Spoiler:
[code]effects\wpn_tie_blaster.wav -resample xbox 22050 pc 22050
effects\wpn_tie_fire.wav -resample xbox 22050 pc 22050
effects\all_blaster_fire.wav -resample xbox 22050 pc 22050
effects\nemblaster_fire.wav -resample xbox 22050 pc 22050
effects\wpn_dt57_fire.wav -resample xbox 22050 pc 22050
effects\dc15_fire.wav -resample xbox 22050 pc 22050
effects\RCShotgun.wav com_weap_shotgun_fire -resample ps2 16000 xbox 22050 pc 22050
effects\wep_All_sniper_01.wav -resample ps2 16000 xbox 22050 pc 22050
effects\saberon.wav -resample xbox 22050 pc 22050
effects\saberoff1.wav -resample xbox 22050 pc 22050
effects\wpn_saberThrow.wav -resample xbox 22050 pc 22050
effects\saber_twirl.wav -resample xbox 22050 pc 22050
effects\ltsaberswing03.wav -resample xbox 22050 pc 22050
effects\ltsaberswing05.wav -resample xbox 22050 pc 22050
effects\saber_deflect01.wav -resample xbox 22050 pc 22050
effects\saber_deflect02.wav -resample xbox 22050 pc 22050
effects\saber_deflect03.wav -resample xbox 22050 pc 22050
effects\saber_double.wav -resample xbox 22050 pc 22050
effects\ltsaberswing01.wav -resample xbox 22050 pc 22050
effects\ltsaberswing04.wav -resample xbox 22050 pc 22050
effects\ltsaberswing06.wav -resample xbox 22050 pc 22050
effects\ltsaberswingdbl01.wav -resample xbox 22050 pc 22050
effects\saber_triple.wav -resample xbox 22050 pc 22050
effects\ltsaberlp01.wav -resample xbox 22050 pc 22050
effects\ltsaberswing02.wav -resample xbox 22050 pc 22050
effects\eng_AAT_low_lp.wav -resample xbox 16000 pc 22050
effects\eng_AAT_mid_lp.wav -resample xbox 20000 pc 22050
effects\eng_AAT_hi_lp.wav -resample xbox 16000 pc 22050
effects\wpn_droideka_blaster_fire.wav -resample xbox 20000 pc 22050
effects\wpn_AAT_mainBlaster_fire.wav -resample xbox 22050 pc 44100
effects\wpn_AAT_missleLauncher_fire.wav -resample xbox 22050 pc 44100


[/code]
abccw.sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------

// Xwing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_xwing_shpRll_01.wav xwing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_xwing_accel_01.wav xwing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_xwing_deccel_01.wav xwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_xwing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_xwing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_xwing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_xwing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_xwing_med_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_xwing_blaster_fire.wav wpn_xwing_blaster_fire -resample ps2 16000
//..\..\gcw\effects\wp2_xwing_torpedo_fire.wav wpn_xwing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_xwing_hi_lp.wav eng_xwing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_xwing_low_lp.wav eng_xwing_low_lp -resample ps2 2000
..\..\gcw\effects\eP2_xwing_med_lp.wav eng_xwing_med_lp -resample ps2 5000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------


// Ywing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_ywing_shpRll_01.wav ywing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_ywing_accel_01.wav ywing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_ywing_deccel_01.wav ywing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_ywing_ionCannon_fire.wav -resample pc 22050
//..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
//..\..\gcw\effects\wp2_ywing_ionCannon_fire.wav wpn_ywing_ionCannon_fire -resample ps2 20000
//..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_ywing_hi_lp.wav eng_ywing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_ywing_low_lp.wav eng_ywing_low_lp -resample ps2 3000
..\..\gcw\effects\eP2_ywing_mid_lp.wav eng_ywing_mid_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------



// All Sniper Rifles
..\..\global\effects\wep_All_sniper_01.wav -resample ps2 16000 xbox 22050 pc 22050

// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\wpn_boba_burst.wav wpn_boba_burst -resample ps2 16000 xbox 22050 pc 22050


..\..\global\effects\rep_inf_jetpack.wav -resample ps2 16000
..\..\global\effects\sfx_pod_flamethrower_on.wav rep_weap_jetpack_turnon -resample ps2 10000 xbox 22050 pc 22050
..\..\global\effects\rep_weap_jetpack_turnoff.wav -resample ps2 10000

..\..\global\effects\fusioncutter.wav wpn_fusionCutter_lp -resample ps2 16000 xbox 22050 pc 22050

#ifplatform xbox pc
..\..\gcw\effects\wpn_all_spyRifle_fire.wav com_cpistol_fire -resample xbox 22050 pc 22050
#endifplatform xbox pc
[/code]
abcgcw.sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------

// Vwing Grievousfighter----------------------------------------------------------------------------------------------
..\..\cw\effects\eng_v-wing_hi_lp.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_v-wing_low_lp.wav -resample ps2 2000 xbox 8000 pc 16000
..\..\cw\effects\eng_v-wing_mid_lp.wav -resample ps2 18000 xbox 18000 pc 22050
//..\..\cw\effects\wpn_vwing_fire_01.wav -resample ps2 16000 xbox 22050 pc 22050
//..\..\cw\effects\wpn_vwing_torpedo.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_vwing_accel_01.wav vwing_shift_up -alias ps2 droidfighter_shift_down -resample xbox 22050 pc 22050
..\..\global\effects\veh_vwing_shpRll_01.wav vwing_roll -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\veh_cisBombr_accel_01.wav grievous_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_ShpRll_01.wav grievous_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_vwing_deccel_01.wav vwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_deccel_01.wav grievous_shift_down -resample ps2 16000 xbox 22050 pc 22050
// ---------------------------------------------------------------------------------------------------------------




// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\RCShotgun.wav com_weap_shotgun_fire -resample ps2 16000 xbox 22050 pc 22050

..\..\global\effects\wpn_boba_burst.wav wpn_boba_burst -resample ps2 16000 xbox 22050 pc 22050

// Imperial Rifleman imp_weap_inf_pistol imp_weap_inf_rifle imp_weap_inf_thermaldetonator

..\..\global\effects\rep_inf_jetpack.wav -resample ps2 16000
..\..\global\effects\sfx_pod_flamethrower_on.wav rep_weap_jetpack_turnon -resample ps2 10000 xbox 22050 pc 22050
..\..\global\effects\rep_weap_jetpack_turnoff.wav -resample ps2 10000

#ifplatform xbox pc
..\..\gcw\effects\wpn_all_spyRifle_fire.wav com_cpistol_fire -resample xbox 22050 pc 22050
#endifplatform xbox pc

..\..\gcw\effects\wpn_all_torplauncher_fire.wav -resample xbox 22050 pc 44100
[/code]
cis2_hover_aat.snd (mine, not the one Marth posted above)
Hidden/Spoiler:
[code]// CIS_hover_AAT ----------------------------------------
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis2_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
Gain(0.6);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis2_weap_hover_aat_cannon_fire");
Group("weapons");
Inherit("veh_weapon_template");
Pitch(0.75);
SampleList()
{
Sample("wpn_droideka_blaster_fire", 1.0);

}
}
#endifplatform pc
#ifplatform ps2 xbox
SoundProperties()
{
Name("cis2_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(1.0);
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis2_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
Gain(0.9);
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform ps2 xbox
#ifplatform pc
SoundProperties()
{
Name("cis2_weap_hover_aat_launcher_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_mainBlaster_fire", 1.0);
}
}

SoundProperties()
{
Name("cis2_weap_hover_aat_missile_fire");
Group("weapons");
Inherit("veh_weapon_template");
SampleList()
{
Sample("wpn_AAT_missleLauncher_fire", 1.0);
}
}
#endifplatform pc
// AAT Engine start------------------------------------------------------------

// Engine -------

SoundProperties()
{
Name("aat_engine_low_idle_property");
Group("vehicles");
Inherit("vehicle_eng_low_template");
RollOff(2.0);
SampleList()
{
Sample("eng_aat_low_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_med_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
RollOff(3.0);
SampleList()
{
Sample("eng_aat_mid_lp", 1.0);

}
}

SoundProperties()
{
Name("aat_engine_high_idle_property");
Group("vehicles");
Inherit("vehicle_eng_hi-mid_template");
SampleList()
{
Sample("eng_aat_hi_lp", 1.0);

}
}

ParameterGraph()
{
Name("aat_engine_low_idle_speed");
ControlPoint(-1.0, 0.8);
ControlPoint(0.0, 0.8);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.2, 1.2);
}

ParameterGraph()
{
Name("aat_engine_low_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_med_idle_speed");
ControlPoint(-1.0, 0.85);
ControlPoint(0.0, 0.85);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_med_idle_acceleration");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

ParameterGraph()
{
Name("aat_engine_high_idle_speed");
ControlPoint(-1.0, 0.6);
ControlPoint(0.0, 0.6);
ControlPoint(0.6, 0.8);
ControlPoint(1.0, 1.0);
ControlPoint(1.3, 1.3);
}

ParameterGraph()
{
Name("aat_engine_high_idle_acceleration");
ControlPoint(-1.0, 0.7);
ControlPoint(0.0, 0.7);
ControlPoint(0.5, 0.9);
ControlPoint(1.0, 1.0);
}

SoundLayered()
{
Name("aat_engine_layered");
Layer("aat_engine_low_idle", "aat_engine_low_idle_property", 0.0);
Layer("aat_engine_med_idle", "aat_engine_med_idle_property", 0.0);
Layer("aat_engine_high_idle", "aat_engine_high_idle_property", 0.0);
}

SoundParameterized()
{
Name("cis2_hover_aat_engine_parameterized");
SoundLayered("aat_engine_layered");
Layer()
{
Name("aat_engine_low_idle");
ParameterGraph("speed", "aat_engine_low_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_low_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_med_idle");
ParameterGraph("speed", "aat_engine_med_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_med_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
Layer()
{
Name("aat_engine_high_idle");
ParameterGraph("speed", "aat_engine_high_idle_speed", "pitch");
ParameterGraph("acceleration", "aat_engine_high_idle_acceleration","gain");
ParameterGraph("turnontime", "engine_turnon_gain", "gain");
ParameterGraph("turnofftime", "engine_turnoff_gain", "gain");
ParameterGraph("turnontime", "engine_turnon_pitch", "pitch");
ParameterGraph("turnofftime", "engine_turnoff_pitch", "pitch");
}
}
// AAT Engine End--------------------------------------------------------------[/code]
Last edited by JazzMaster on Wed Dec 17, 2014 3:28 pm, edited 1 time in total.
jedimoose32
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Re: AAT Engine sounds cause random crashes during game

Post by jedimoose32 »

PM me the map's source and I'll give it a try. I don't want you to have to ship a mod with a silent vehicle. :)
I'll tinker with it a bit and hopefully find something to report.
JazzMaster
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Re: AAT Engine sounds cause random crashes during game

Post by JazzMaster »

Actually I think I may have solved it with Marth's updated .snd file. The file didnt work at first because the sound name didn't match up in the odf.
I've only played through the map successfully without crashing once, so I can't say it's totally solved yet.

I will still send you the source when I get the chance today Jedimoose.
jedimoose32
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Re: AAT Engine sounds cause random crashes during game

Post by jedimoose32 »

Test it a few more times with the new file before sending it, see if that really has solved the problem. If the problem is solved then don't worry about sending the files. Unless you also happen to want me to beta test your map! [/stealthy-hint].
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Teancum
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Re: AAT Engine sounds cause random crashes during game

Post by Teancum »

JazzMaster wrote:Actually I think I may have solved it with Marth's updated .snd file. The file didnt work at first because the sound name didn't match up in the odf.
I've only played through the map successfully without crashing once, so I can't say it's totally solved yet.

I will still send you the source when I get the chance today Jedimoose.
Also try playing through the map with AI disabled. I could be totally unrelated to a sound, but related to a weapon, character class, etc. Best to rule out all the possibilities by isolating it.
JazzMaster
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Re: AAT Engine sounds cause random crashes during game

Post by JazzMaster »

Yeah turns out I was wrong. It still crashes.
Teancum wrote: Also try playing through the map with AI disabled. I could be totally unrelated to a sound, but related to a weapon, character class, etc. Best to rule out all the possibilities by isolating it.
I am almost positive it has to do with adding another vehicle with sounds. When the AAT doesnt have a an "EngineSound = *" The crash never happens. I've looked through all of my unit and weapon odf's countless times looking for something that didn't look right and have come up with nothing other than that.
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