Got Sound?
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hm,
i checked it twice and i think i followed all your steps but i got following error message:
Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\abr1.lvl;abr1gcw
Here is what i did:
1. adding following files to the GCW lua:
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\abr1.lvl;abr1gcw")
2. added following lines to the Dataabr1\Sound\worlds\abr1.req
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"abr1gcw"
"abr1cw"
}
3. I created the abr1gcw.req and added following lines:
ucft
{
REQN
{
"bnk"
"align=2048"
"abr1gcw"
}
REQN
{
"config"
"imp_walk_atat"
"all_fly_ywing"
}
}
4. I created the abr1gcw.sfx file and added following lines:
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ----- AT-AT Weapons
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100
// Ywing
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample pc 22050
// Common to Xwing Ywing Jedifighter Naboostarfighter
..\..\global\effects\droid_r2_chatter_01.wav -resample pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -resample pc 22050
..\..\global\effects\Ifc_LowShield03.wav -resample pc 22050
..\..\global\effects\Ifc_LowHealth02.wav -resample pc 22050
..\..\global\effects\droid_r2_damage.wav -resample pc 22050
..\..\global\effects\droid_r2_death.wav -resample pc 22050
5. Edited the Soundmunge bat in my abr1 folder and changed following line to:
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
6. during munge i get a lot of error messages like this one for example:
soundflmunge.exe : Warning : No files in file list abr1cw - while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1cw.sfx
soundflmunge.exe : Warning : Files line 5 and 6 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_mid_lp
- while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1gcw.sfx
soundflmunge.exe : Warning : Files line 5 and 7 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_low_lp
...
Ok, the clonewar era sfx file is still empty for now but i thought that at least the GCW mission should work but it didn´t.
What´s the problem?
i checked it twice and i think i followed all your steps but i got following error message:
Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\abr1.lvl;abr1gcw
Here is what i did:
1. adding following files to the GCW lua:
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\abr1.lvl;abr1gcw")
2. added following lines to the Dataabr1\Sound\worlds\abr1.req
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"abr1gcw"
"abr1cw"
}
3. I created the abr1gcw.req and added following lines:
ucft
{
REQN
{
"bnk"
"align=2048"
"abr1gcw"
}
REQN
{
"config"
"imp_walk_atat"
"all_fly_ywing"
}
}
4. I created the abr1gcw.sfx file and added following lines:
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ----- AT-AT Weapons
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100
// Ywing
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample pc 22050
// Common to Xwing Ywing Jedifighter Naboostarfighter
..\..\global\effects\droid_r2_chatter_01.wav -resample pc 22050
..\..\global\effects\droid_r2_chatter_02.wav -resample pc 22050
..\..\global\effects\Ifc_LowShield03.wav -resample pc 22050
..\..\global\effects\Ifc_LowHealth02.wav -resample pc 22050
..\..\global\effects\droid_r2_damage.wav -resample pc 22050
..\..\global\effects\droid_r2_death.wav -resample pc 22050
5. Edited the Soundmunge bat in my abr1 folder and changed following line to:
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
6. during munge i get a lot of error messages like this one for example:
soundflmunge.exe : Warning : No files in file list abr1cw - while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1cw.sfx
soundflmunge.exe : Warning : Files line 5 and 6 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_mid_lp
- while munging D:\Lucasarts\BFBuilder\Dataabr1\Sound\worlds\abr1\abr1gcw.sfx
soundflmunge.exe : Warning : Files line 5 and 7 reference the same source file c:\windows\media\chord.wav. eng_walker_hi_lp will alias eng_walker_low_lp
...
Ok, the clonewar era sfx file is still empty for now but i thought that at least the GCW mission should work but it didn´t.
What´s the problem?
- Dragonum
- 2nd Lieutenant
- Posts: 405
- Joined: Tue Nov 16, 2004 4:08 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
-
- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Also, for you who want to include Fightertank, follow Rends instructions
from above and in your modidgcw.req:
REQN
{
"config"
"imp_hover_fightertank"
}
And in modidgcw.sfx
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320
// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050
#endifplatform pc
from above and in your modidgcw.req:
REQN
{
"config"
"imp_hover_fightertank"
}
And in modidgcw.sfx
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320
// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050
#endifplatform pc
-
- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Fred, what about Rancor sound.
I followed tat3 sound for rancor, no luck.
In my modid.req I added under "str"
"edh1_emt.stm" - as edh1 is modid
then, made edh1_emt.stm (only with rancor references)
and
edh1.snd (also with rancor stuff)
I am sure there is more to it then this since it is not build in sound.
Can you help?
I followed tat3 sound for rancor, no luck.
In my modid.req I added under "str"
"edh1_emt.stm" - as edh1 is modid
then, made edh1_emt.stm (only with rancor references)
and
edh1.snd (also with rancor stuff)
I am sure there is more to it then this since it is not build in sound.
Can you help?
-
- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
In my C:\lucasarts\BFbuilder\Data\_BUILD_PC\mungelog.txt : soundflmunge is not recognised as an internal or external task, program or batchfile.
(translated with Babelfish)
And i don't hear any sounds from the vehicles.
I placed the premungedsoundconfig folder in C:\lucasarts\BFbuilder\Data\_BUILD_PC
(translated with Babelfish)
And i don't hear any sounds from the vehicles.
I placed the premungedsoundconfig folder in C:\lucasarts\BFbuilder\Data\_BUILD_PC
Last edited by Darth-Derkie on Tue Feb 08, 2005 4:30 pm, edited 1 time in total.
-
- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
-
- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
This is what i did:
I added ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw and ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw:
gcw:
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw")
cw:
ReadDataFile("sound\\tat.lvl;tat1cw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw")
My RAT1.req:
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"RAT1gcw"
"RAT1cw"
}
}
My RAT1gcw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1gcw"
}
REQN
{
"config"
"imp_walk_atat"
"all_fly_snowspeeder"
"imp_hover_fightertank"
}
}
My RAT1cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1cw"
}
REQN
{
"config"
"rep_fly_gunship"
}
}
My RAT1gcw.sfx:
// Snowspeeder ----------------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_snowSpder_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_snowSpder_towCable_att.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_fire.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_rls.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_mid_lp.wav -resample pc 22050
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320
// IFT-RFT -------------------------------------------------------------------------------------------------
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ----- AT-AT Weapons -------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100
My RAT1cw.sfx:
// Gunship -------------------------------------------------------------------------------------------------
..\..\cw\effects\eng_takeoff_gunship01.wav -resample pc 44100
..\..\cw\effects\eng_takeoff_gunship02.wav -resample pc 44100
..\..\cw\effects\R_LAAT_land01.WAV -resample pc 44100
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_rocket_fire.wav -resample pc 44100
..\..\cw\effects\eng_repGunship_hi_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_low_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_mid_lp.wav -resample pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
//..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample pc 44100
I edited soundmunge.bat:
@if %1x==x goto noplatform
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
@set PLATFORM=%1
@rem Munge world specific sound data
REM Modder Change the next the next two lines to match new level
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\RAT1 sound\worlds\RAT1 _SOURCE_%PLATFORM%\sound\worlds\RAT1 %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound RAT1
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
SPTEST.exe:
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xf8ed1e28 does not exist in movie 0xb86e8e36
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\RAT1.lvl;RAT1gcw
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityTauntaun" not found
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(409)
Command Post missing capture region "CP7Capture"
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP3" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker
What am i doing wrong?
I added ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw and ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw:
gcw:
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1gcw")
cw:
ReadDataFile("sound\\tat.lvl;tat1cw")
ReadDataFile("dc:sound\\RAT1.lvl;RAT1cw")
My RAT1.req:
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"RAT1gcw"
"RAT1cw"
}
}
My RAT1gcw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1gcw"
}
REQN
{
"config"
"imp_walk_atat"
"all_fly_snowspeeder"
"imp_hover_fightertank"
}
}
My RAT1cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"RAT1cw"
}
REQN
{
"config"
"rep_fly_gunship"
}
}
My RAT1gcw.sfx:
// Snowspeeder ----------------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_snowSpder_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_snowSpder_towCable_att.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_fire.wav -resample pc 22050
..\..\gcw\effects\wpn_snowSpder_towCable_rls.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_hi_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_low_lp.wav -resample pc 22050
..\..\gcw\effects\eng_snowspeeder_mid_lp.wav -resample pc 22050
// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
..\..\global\effects\exp_obj_med05.wav -resample pc 44100
..\..\global\effects\exp_obj_med04.wav -resample pc 44100
..\..\global\effects\exp_obj_med03.wav -resample pc 44100
..\..\global\effects\exp_obj_med02.wav -resample pc 44100
..\..\global\effects\exp_obj_med01.wav -resample pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample pc 320
// IFT-RFT -------------------------------------------------------------------------------------------------
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ----- AT-AT Weapons -------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_atat_headBlaster_fire.wav -resample pc 44100
My RAT1cw.sfx:
// Gunship -------------------------------------------------------------------------------------------------
..\..\cw\effects\eng_takeoff_gunship01.wav -resample pc 44100
..\..\cw\effects\eng_takeoff_gunship02.wav -resample pc 44100
..\..\cw\effects\R_LAAT_land01.WAV -resample pc 44100
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_laser_lp.wav -resample pc 44100
..\..\cw\effects\wpn_gunship_rocket_fire.wav -resample pc 44100
..\..\cw\effects\eng_repGunship_hi_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_low_lp.wav -resample pc 22050
..\..\cw\effects\eng_repGunship_mid_lp.wav -resample pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
//..\..\global\effects\eng_walker_hi_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample pc 22050
//..\..\global\effects\eng_walker_low_lp.wav -resample pc 22050
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample pc 22050
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
..\..\global\effects\fs_walker_layerA01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample pc 22050
..\..\global\effects\fs_walker_low01.wav -resample pc 22050
..\..\global\effects\fs_walker_low02.wav -resample pc 22050
..\..\global\effects\fs_walker_low03.wav -resample pc 22050
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample pc 44100
I edited soundmunge.bat:
@if %1x==x goto noplatform
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
@set PLATFORM=%1
@rem Munge world specific sound data
REM Modder Change the next the next two lines to match new level
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\RAT1 sound\worlds\RAT1 _SOURCE_%PLATFORM%\sound\worlds\RAT1 %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound RAT1
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
SPTEST.exe:
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xf8ed1e28 does not exist in movie 0xb86e8e36
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\RAT1.lvl;RAT1gcw
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityTauntaun" not found
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP5" control region
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(409)
Command Post missing capture region "CP7Capture"
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP3" control region
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponTowCable.cpp(144)
Building WeaponTowCable, but lua has no OrdnanceTowCable memory pool!
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(3046)
Could not build EntityFlyer
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandWalker.cpp(127)
Could not build CommandWalker
What am i doing wrong?
-
- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
Do i need to create the sound.lvl myself? Because i can't find it. But i think the munge has to create it. But it doesn't. But maybe is it because i have another problem: the munging is not creating the BFbuilder/addon folder. I put DataRAT1\_BUILDER_PC\addme\munged\addme.script in a RAT1 folder and i put the DataRAT1\_LVL_PC folder in a RAT1\Data folder. And then i put the RAT1\ Folder in the C:\program files\lucasarts\star wars battlefront\gamedata\addon folder.
-
- Old School Staff
- Posts: 405
- Joined: Sat Mar 05, 2005 3:59 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Could you say me if these steps would allow me to use certain sound files, like the sounds emitted when you're injured or when you die, the "environmental" sounds (Kamino's thunder or rain, for examples...), or the tacticians' voices ? ("We've lost a command post", The enemy has taken a command post", "The Republic has taken the cloning facility", etc...)
Thanks in advance !...
Thanks in advance !...
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
I've several shipped sounds' questions to ask to you :
Thanks for your help !...
- First, is it possible to add this kind of entries in the modidgcw.req file ?
REQN
{
"config"
"imp_inf_basic"
"imp_inf_storm_trooper"
"[Another imp.lvl's references...]
} - Next, where can I find all the *.SFX's imperial effects entries ? (Like storm troopers' sounds, shock troopers' rocket-launcher effects, etc...)
- Finally, I've followed the process to create a sound *.LVL file for my modified shipped map, but when I try to load it in the SWBF's missions list, I obtain a loading screen which never stops the loading process. Consequently, I can't play to this map and I must close SPTest.exe using the Windows' Task Manager.
Thanks for your help !...
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Using your explanations on how integrate shipped sounds in a new map, I've successfully created a *.LVL file in my map's "sound" folder. Next, I've tried it using SPTest.exe and I've noticed that all works fine (Kamino's rain and thunder, Imperials and Rebels' sounds, etc...) except tactical voices. (For examples, "We've taken a command post", "We've taken the cloning facility", etc...)
Moreover, I know that these sounds belong to the "streams" category.
Finally, I'm wondering whether it's possible to integrate them in my Kamino modified map...
Thanks for all your possible replies !...
Moreover, I know that these sounds belong to the "streams" category.
Finally, I'm wondering whether it's possible to integrate them in my Kamino modified map...
Thanks for all your possible replies !...