Author Topic: Sound for weapon won't work  (Read 702 times)

I'm currently trying to add sound to my rampage weapon, but even if my wav file name is godzillaWeaponHit like it says in the client.cs, it doesnt have any sound. Can anyone help?


Quote
// weapon.cs contains everything related to the godzilla weapon

datablock AudioProfile(HitSound)
{
   filename    = "./Hit.wav";
   description = AudioClosest3d;
   preload = true;
};

//effects
datablock ParticleData(godzillaWeaponExplosionPartic le)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(godzillaWeaponExplosionEmitte r)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "godzillaWeaponExplosionPartic le";

   uiName = "godzillaWeapon Hit";
};

datablock ExplosionData(godzillaWeaponExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = HitSound;

   particleEmitter = godzillaWeaponExplosionEmitte r;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "5 5 5";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("godzillaWeapon",   '<bitmap:add-ons/Weapon_Godzilla/CI_godzillaWeapon> %1',    '%2 <bitmap:add-ons/Weapon_Godzilla/CI_godzillaWeapon> %1',0.75,1);
datablock ProjectileData(godzillaWeaponProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::godzillaWeapon;
   radiusDamageType  = $DamageType::godzillaWeapon;
   explosion           = "";
   //particleEmitter     = as;

   brickExplosionRadius = 1;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 175;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 225;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
   
   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "godzillaWeapon Slice";
};

// this is better as a stand alone function, since a few explosions call upon it
function gCalculateBreakSound( %client, %count, %pos )
{
   if( %count > 0 && getSimTIme() > %client.gLastSmashTime+250 )
   {
      serverPlay3D( godzillaBreakSound @ getRandom( 1, 2 ), %pos );
      //%obj.playSound( godzillaBreakSound @ getRandom( 1, 2 ) );
      %client.gLastSmashTime = getSimTime();
   }
}

function godzillaWeaponProjectile::onExplode( %this, %obj, %pos )
{
   %count = parent::onExplode( %this, %obj, %pos );
   
   %client = %obj.client;
   
   // this calculates what sound we should play if any
   gCalculateBreakSound( %client, %count, %pos );

   //echo( %obj.client );
   // moved to another function, to organize things
   // calculateGodzillaSize( %obj.client );
}



//////////
// item //
//////////
datablock ItemData(godzillaWeaponItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./rHand.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "godzillaWeapon";
   iconName = "./icon_godzillaWeapon";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

    // Dynamic properties defined by the scripts
   image = godzillaWeaponImage;
   canDrop = true;
};

////////////////
//weapon image//
////////////////

datablock ShapeBaseImageData( godzillaLeftHandImage )
{
   // Basic Item properties
   shapeFile = "./lHand.dts";//"base/data/shapes/empty.dts";
   emap = true;
   
   mountPoint = 1;
   
   doColorShift = true;
   colorShiftColor = "1.0 0.878 0.612 1.0";
   
    offset = "0 0.2 0";
};

datablock ShapeBaseImageData( godzillaWeaponImage )
{
   // Basic Item properties
   shapeFile = "./rHand.dts";//"base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0.2 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "";//"0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = godzillaWeaponItem;
   ammo = " ";
   projectile = godzillaWeaponProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = false;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1.0 0.878 0.612 1.0";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
   stateName[0]               = "Activate";
   stateTimeoutValue[0]         = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   //stateSound[0]                    = godzillaWeaponDrawSound;

   stateName[1]               = "Ready";
   stateTransitionOnTriggerDown[1]   = "PreFire";
   stateAllowImageChange[1]      = true;

   stateName[2]               = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "Ready";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]         = true;

   stateName[4]               = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]         = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function godzillaWeaponImage::onFire( %this, %obj )
{

   %obj.playthread( 2, activate2 );
   
   %pos = %obj.getEyeTransform();
   
   %vec = %obj.getEyeVector();
   %vec = vectorScale( %vec, 1.6 * getWord( %obj.getScale(), 0 ) );
   
   %pos = vectorAdd( %pos, %vec );
   
   // spawn explosion to destroy bricks when we impact
   %p = new Projectile()
   {
      dataBlock = godzillaWeaponProjectile;
      initialPosition = %pos;
      initialVelocity = 0;
      client = %obj.client;
      scale = %obj.getScale();
   };
   missionCleanup.add( %p );
   
   %p.setTransform( %pos );

   %p.explode();
}

function godzillaWeaponImage::onMount( %this, %obj )
{
   %obj.playThread( 1, armReadyBoth );
   %obj.mountImage( godzillaLeftHandImage, 1 );
   parent::onMount( %this, %obj );
}

function godzillaWeaponImage::onUnmount( %this, %obj )
{
   if( %obj.getMountedImage( 1 ).getName() $= "godzillaLeftHandImage" )
      %obj.unMountImage( 1 );
      
   parent::onUnmount( %this, %obj );
}

function godzillaWeaponImage::onPreFire(%this, %obj, %slot)
{
   return;
}

function godzillaWeaponImage::onStopFire(%this, %obj, %slot)
{
   return;
}


Is your wav file name "Hit.wav"?

Yes, the file name is Hit.wav