Not a valid .WAV file
Posted: Fri Mar 11, 2005 9:34 pm
"Set sample error - Not a valid .WAV file"
I really really hate the combination of mohaa+custom sounds. Whadaloadacrap. I've tried to understand why the devs came up with that whole ubercrap thing in the first place and the only thing I can think of is that with it some of the maps would load faster when it only caches specific sounds for a specific map. But that's probably not it.
Okay I think I've tried about everything to get rid of this console-message but so far no luck. In my map I'm using only a handful of custom wavs that are being cached in a tiki. (I didn't use the 'local.master = spawn scriptmaster' method because it seems to be causing problems with Spearhead? The map is designed for AA, but it would be nice if it will work with SH as well.) All the sounds play and don't give me any errors when I'm actually playing on the map itself. But recently I've been doing some more testing and I'm letting the map rotate with the stockmaps to see if everything's okay, (ie. if the pk3 is correct.) At first all seems fine, but whenever my map has been played and the server goes on to the next map in the rotation, the error seems to pop up randomly and clogs the console (only with "developer 1"). It sometimes comes immediately in the next map and sometimes it may take a while. Or so it seems.
As the error suggests I thought there had to be something wrong with my wav files. I know the wavs need to have mono-bitdepth (1 channel) but I'm not sure about the sample rate. The weird thing is, all sounds WORK regardless of their sample rate. In the game you can set the sound quality to Low (16bits, 11025kHz), Medium (16bits, 22050kHz) and High (16bits, 44100kHz). After converting all wavs to 16bits that annoying message STILL showed up. I also tried pointing my wavs to the original 'sound/amb' path; didn't help either. Get this, even when I delete the wav files from the pk3 the error is there!
Conclusion: it has nothing to do with the wavs not being valid files. Right? There must be something else the game likes to whine about. Probably the tiki.
(I found out this also happens with other maps that have custom wavs, even if they use the 'spawn scriptmaster'-thingy. Just start a DM game and begin with a custom map that uses custom wavs (if you can find any...lol?), then switch to a stockmap. It may take a while before the error shows up. It may even take switching between maps a few times...)
Is there anyone who has seen this error before and would such looping "error" be a problem with servers' logfiles since it only shows with developer set to 1? Or should I just forget the whole thing and leave it this way? I'm so done with this and I haven't yet begun testing it with SH...
I really really hate the combination of mohaa+custom sounds. Whadaloadacrap. I've tried to understand why the devs came up with that whole ubercrap thing in the first place and the only thing I can think of is that with it some of the maps would load faster when it only caches specific sounds for a specific map. But that's probably not it.
Okay I think I've tried about everything to get rid of this console-message but so far no luck. In my map I'm using only a handful of custom wavs that are being cached in a tiki. (I didn't use the 'local.master = spawn scriptmaster' method because it seems to be causing problems with Spearhead? The map is designed for AA, but it would be nice if it will work with SH as well.) All the sounds play and don't give me any errors when I'm actually playing on the map itself. But recently I've been doing some more testing and I'm letting the map rotate with the stockmaps to see if everything's okay, (ie. if the pk3 is correct.) At first all seems fine, but whenever my map has been played and the server goes on to the next map in the rotation, the error seems to pop up randomly and clogs the console (only with "developer 1"). It sometimes comes immediately in the next map and sometimes it may take a while. Or so it seems.
As the error suggests I thought there had to be something wrong with my wav files. I know the wavs need to have mono-bitdepth (1 channel) but I'm not sure about the sample rate. The weird thing is, all sounds WORK regardless of their sample rate. In the game you can set the sound quality to Low (16bits, 11025kHz), Medium (16bits, 22050kHz) and High (16bits, 44100kHz). After converting all wavs to 16bits that annoying message STILL showed up. I also tried pointing my wavs to the original 'sound/amb' path; didn't help either. Get this, even when I delete the wav files from the pk3 the error is there!
Conclusion: it has nothing to do with the wavs not being valid files. Right? There must be something else the game likes to whine about. Probably the tiki.
(I found out this also happens with other maps that have custom wavs, even if they use the 'spawn scriptmaster'-thingy. Just start a DM game and begin with a custom map that uses custom wavs (if you can find any...lol?), then switch to a stockmap. It may take a while before the error shows up. It may even take switching between maps a few times...)
Is there anyone who has seen this error before and would such looping "error" be a problem with servers' logfiles since it only shows with developer set to 1? Or should I just forget the whole thing and leave it this way? I'm so done with this and I haven't yet begun testing it with SH...