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No sound on this map.
Posted: Sun Jun 01, 2003 7:47 pm
by Krane
I've made my first room w/ the help of the tutorial. Everything was fine. So I decided to start another one, larger. Everything is working fine but the sounds. There's no sound at all (weapons, footsteps, etc...)! WHY?
Posted: Sun Jun 01, 2003 8:08 pm
by wacko
one way to get sounds is make it a DM map with some deathmatch startpoints, compile the map, put it in mohaa/main/maps/dm and start it (now with working sounds)
sound
Posted: Sun Jun 01, 2003 8:28 pm
by tltrude
The sounds are loaded by a script called ubersound (found in pak0.pk3). But it loads them only by the name of the map or the type of game it is. Your map name is not on the list for each sound. Here is an example of a sound alias found in ubersound:
aliascache snd_step_metal1 sound/characters/fs_metal_01.wav soundparms 0.4 0.3 0.9 0.2 200 2500 auto loaded maps "m1l1 m1l2a m1l2b m1l3c m2l1 m2l2a m2l2b m2l2c m2l3 m3l1a m3l1b m3l2 m3l3 m4l0 m4l2 m4l3 m5l1a m5l1b m6l1c m6l2a m6l2b m6l3a m6l3b m6l3c m6l3d m6l3e dm moh obj train"
As you can see, the sound name is "snd_step_metal1" and it loads "fs_metal_01.wav" for all the singleplayer maps, and multiplayer game types (dm moh obj train). It was done this way to keep the game from loading every sound for every map.
So, if your bsp file was in the maps/dm folder, or the maps/obj folder, that sound would work. If your bsp is in the singleplayer folder (in just the maps folder) the sound will not work without an ubersound workaround.
Hope that helps.
Posted: Mon Jun 02, 2003 5:49 am
by Krane
Thanks. Putting the bsp file in the DM folder AND load the game thru the Multyplayer Room works. But I'm still wondering WHY my first maps have sound (testing using "devmap") and this one don't...
Posted: Mon Jun 02, 2003 6:05 am
by jv_map
Maybe you called it 'testmap' or something

Posted: Mon Jun 02, 2003 1:51 pm
by Krane
Yeah, I did. The first map was called "test" and this one is called "outside". Do the number of letters have some kind of influence on this?
Posted: Mon Jun 02, 2003 6:45 pm
by wacko
the number doesn't matter, just the letters: Read again what tltrude wrote. all sounds can be found in ubersound.scr, and each one has a list of maps (i.e. letters with which the map names start) for which these sounds were thought. the 'name' of a map starts just after mohaa/main/maps/, so mohaa/main/maps/dm/anything starts with dm, or mohaa/main/maps/anything starts with a or an or any ...
as most sounds (not all) are atleast thought for use in DM and OBJ levels, these 'letters' are very often found in those map list in the ubersound.scr, so it's a good idea to put your map in one of these directories. For sounds where this still doesn't work, you'll have to write your own precache script to make them load on startup.
Posted: Tue Jun 03, 2003 8:53 am
by jv_map
For any map that starts with 'test' mohaa automatically loads all sounds and animations

Posted: Wed Jun 04, 2003 3:27 am
by Krane
Cool, jv_map! That explains everything! Thanks to all for their replys. Wacko and tltruder, thanks.