Author Topic: My sound pack won't play its sounds in-game  (Read 1150 times)

Admittedly, I've got no experience with coding of any sort so talking to me in any sort of pseudo-code fashion really won't help me out.

I recently slapped together a sound pack from .wavs from freelancer and edited a default sound script, substituting my own file extensions and such.
Unlike previous attempts, Blockland hasn't crashed and the sound files show up when I access them in events. The kicker though is that they don't actually play any sound. I haven't a clue what I could've done wrong so the most I can do is provide you with the .zip and let someone help out/fix it

http://puu.sh/vxst

You're missing a huge amount of code in the server.cs file.

I cannot even open any of the .wav files in audacity. They are an unrecognizeable format. That might be your problem too.

Also, these sounds are way too quiet. Amplify them all in audacity to the loudest acceptable quality level. By that i mean just click on the amplify effect and hit ok without changing anything.
« Last Edit: May 19, 2012, 09:18:44 AM by Planr »

You're missing a huge amount of code in the server.cs file.

I cannot even open any of the .wav files in audacity. They are an unrecognizeable format. That might be your problem too.
What part of the code am I missing?

What part of the code am I missing?
Alot. Every sound should have code like this in the .cs file:

Code: [Select]
datablock AudioProfile(STTOS_Button1)
{
filename = "./STTOS_Button1.wav";
description = AudioClosest3d;
preload = false;
};

datablock AudioProfile(STTOS_Button2)
{
filename = "./STTOS_Button2.wav";
description = AudioClosest3d;
preload = false;
};

datablock AudioProfile(STTOS_Button3)
{
filename = "./STTOS_Button3.wav";
description = AudioClosest3d;
preload = false;
};

datablock AudioProfile(STTOS_Button4)
{
      filename = "./STTOS_Button4.wav";
      description = AudioClosest3d;
      preload = false;
};
Taken from an unreleased soundpack I have.

I learned to make soundpacks by copying and pasting code from downloaded soundpack addons, i don't know if default soundpacks will work; they don't appear to.
« Last Edit: May 19, 2012, 09:31:17 AM by Planr »

Alot. Every sound should have code like this:

Code: [Select]
Taken from an unreleased soundpack I have.

I learned to make soundpacks by copying and pasting code from downloaded soundpack addons, i don't know if default soundpacks will work; they don't appear to.
I've had a successful soundpack before that didn't use that. I had a help topic for that a while ago too and someone told me it should work fine because I parented the sounds the sound that had the audio description and such.

last time I had these errors it turned out I had just made a misspell or something

edit
loving
« Last Edit: May 19, 2012, 09:34:27 AM by Supreme Guy »

I've had a successful soundpack before that didn't use that. I had a help topic for that a while ago too and someone told me it should work fine because I parented the sounds the sound that had the audio description and such
I don't know how you did that, but it's best to stick to it the way i'm doing it. It always works if you're doing it right.

You really need to fix those sounds. Audacity cannot even open them because they are an unrecognizeable type of WAV. How exactly did you get the sounds anyway? Did you record them in-game with fraps? Or did you rip them out of the game files themselves?

I don't know how you did that, but it's best to stick to it the way i'm doing it. It always works if you're doing it right.

You really need to fix those sounds. Audacity cannot even open them because they are an unrecognizeable type of WAV. How exactly did you get the sounds anyway? Did you record them in-game with fraps? Or did you rip them out of the game files themselves?
I ripped them from the game files. Freelancer is a rather old game and the .wav files are a bit iffy. I could play them through Sony Vegas, but it seems that all that's causing it to screw up now is that file encryption.

I ripped them from the game files. Freelancer is a rather old game and the .wav files are a bit iffy. I could play them through Sony Vegas, but it seems that all that's causing it to screw up now is that file encryption.
I would recommend having to do it the hard way. That's how I did it with all my Star Trek soundpacks.

Star Trek Voyager Elite Force is a really old game too. I recorded the sounds in-game with fraps, then, using RealPlayer, I converted the videos of them to MP3 format, which I then opened in audacity and did the final conversion to WAV. This method has always worked for me, and it has been worth the extra work.

I would recommend having to do it the hard way. That's how I did it with all my Star Trek soundpacks.

Star Trek Voyager Elite Force is a really old game too. I recorded the sounds in-game with fraps, then, using RealPlayer, I converted the videos of them to MP3 format, which I then opened in audacity and did the final conversion to WAV. This method has always worked for me, and it has been worth the extra work.
after some brown townysis I've found that it is indeed due to weird sound configuration. fortunately Vegas is really handy for these things.

after some brown townysis I've found that it is indeed due to weird sound configuration. fortunately Vegas is really handy for these things.
Good luck, hope it works man. :D

also don't forget about fixing the server.cs

also sorry but i couldnt resist
fortunately Vegas is really handy for these things.

I sorted everything out now. I'm going to upload to rtb.
here's a sneak
http://puu.sh/vA4w