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Blind (or deaf)

Posted: Mon Nov 10, 2003 5:03 pm
by Krane
I'm sorry, I'm probably blind but I can't see what's wrong here.

I have 3 script models acting as "speaker", to produce sounds.

Here's part of my script:

Code: Select all

////////>>>>>>>UBERSOUND<<<<<<<<<<<<<<<<<<<<<<<<

local.master = spawn ScriptMaster 

local.master aliascache torch sound/amb/Amb_FireLoop_02.wav soundparms 0.5 0.0 1.7 0.0 177 300 auto loaded maps "dm/castlekrane" 

local.master aliascache maingate_open sound/mechanics/DoorBarnOpen_01.wav soundparms 1.0 0.0 0.66 0.0 500 1000 auto loaded maps "dm/castlekrane"

local.master aliascache maingate_close sound/mechanics/DoorBarnClose_01.wav soundparms 1.0 0.0 0.55 0.0 500 1000 auto loaded maps "dm/castlekrane"

local.master aliascache ambience sound/amb_stereo/Amb_M1_TownExt.mp3 soundparms 1.0 0.0 1.0 0.0 440 1000 auto loaded maps "dm/castlekrane"

local.master aliascache ambienceint sound/amb_stereo/Amb_M6_PrisionInt.mp3 soundparms 1.3 0.0 1.0 0.0 380 800 auto loaded maps "dm/castlekrane"

level waittill spawn

//Sounds
$cricketspeaker loopsound ambience
$intspeaker loopsound ambienceint
$torchsound loopsound torch
The torchsound works but the cricketspeaker and the intspeaker sounds aren't working...WHY??????

Maybe the ubersound is not correct? I don't think so as I'm using these lines in other working map...

Big targetname? nana...i'm using the same targetname in other maps...
Big cache name? nope. I've tryed smaller names...

Streamed instead of loaded? I've try this too...

help...

wait

Posted: Mon Nov 10, 2003 5:26 pm
by tltrude
Try a wait line like this:

--------------------------------------------------------

level waittill prespawn
thread start_sounds

level waittill spawn

end

start_sounds:
wait 1
$cricketspeaker loopsound ambience
$intspeaker loopsound ambienceint
$torchsound loopsound torch
end

--------------------------------------------------------

In the local master lines, you really only need "dm " and not the map name. Also I would not use "ambience" as a sound name or part of a sound name because I think it is a command word used by the game.

"streamed" will make your map lag because it has to be sent by the server to the clients continously. It would be better to use "auto".

Posted: Mon Nov 10, 2003 7:03 pm
by jv_map
Do as tltrude says with the map name :wink:

Also make sure to always check the console for errors... if there's a problem with the aliases the console will always tell ya :)

Also 'streamed' is not a channel name as is 'auto'... instead of 'streamed' you can only use 'loaded'. The difference between these two is that a streamed sound is only loaded when it plays, and probably uses only a small buffer to minimize memory usage. As streaming sounds requires a file to be read in parts, a sound to be streamed may not be compressed in a pk3 file. Loaded sounds are loaded when the alias is defined (hence 'aliascache') and will stay in the memory till a new map is loaded.

Posted: Mon Nov 10, 2003 8:56 pm
by Krane
Thanks m8s

I first tryed to change the ambience name. WOW, that was it ( ATTENTION: Beware of this name!!!!!!!), but the prision mp3 wasn't working even after having 5 different names. So I decided to use another sound. WOW again, woks! (ATTENTION: Beware of this file Amb_M6_PrisionInt.mp3).

Still remains a mystery why Amb_M1_Bunker_01.mp3 can be cached and Amb_M6_PrisionInt.mp3 cannot....

Anyway, I'll use this sound, bah.

Thanks guys!

mp3

Posted: Tue Nov 11, 2003 9:14 am
by tltrude
I never even noticed they were mp3s. I though you had to use a .mus file for those, but jv_maps is the expert.