Cretan Village sounds -1 reply

Please wait...

Mr_Cheese

FH Dev

50 XP

12th June 2004

0 Uploads

1,997 Posts

0 Threads

#1 13 years ago

I'm trying to re-do the sounds for Cretan Village: - I have the new wav files - one 11kHz, 8-bit, mono and one 22kHz, 8-bit, mono. - they both play fine in Windows - I have them in the relevant folders in my map: bf1942 > levels > Cretan_Village > sound > 11khz; also sound > 22kHz - have my Environment.ssc file: ############## ### noName ### ############## newPatch load bf1942/levels/Cretan_Village/Sound/22kHz/env.wav minDistance 10 loop priority -10 volume 0.8 randomStartPitch 0.25 / 0 ############## ### noName ### ############## newPatch load bf1942/levels/Cretan_Village/Sound/22kHz/env.wav minDistance 10 loop priority -10 volume 0.8 randomStartPitch 0.25 / 0 ############## ### noName ### ############## newPatch load bf1942/levels/Cretan_Village/Sound/11kHz/env.wav minDistance 10 loop priority -10 volume 0.8 randomStartPitch 0.25 / 0 - when I pack the map to play it I get the following error from the debugger: error7lv.jpg - the game then crashes to desktop - I have since been able to run the map via the debugger and have got loads of errors but mainly about the AI (maybe a new thread...) the ones about the sounds appear for the other sounds I use too (music, Ju52) but these sounds work fine in-game. - When the map loads the background sound (env.wav) sounds very high pitched and distorted... Can anyone see any problems? It's kinda annoying me as changed nothing between Cretan Village v1 and v2 except for the wavs themselves. Cheers :)




pvt. Allen

I would die without GF

50 XP

20th July 2005

0 Uploads

5,654 Posts

0 Threads

#2 13 years ago

Maybe these .wav sounds can not be used for some reason, try using others and check if the problem still occures.:confused: Btw, do you know the name of these trees, I need it to find them in ed42:




Mr_Cheese

FH Dev

50 XP

12th June 2004

0 Uploads

1,997 Posts

0 Threads

#3 13 years ago

They're the african trees with re-colored leaves.




Knoffhoff

I follow teh Moo!

50 XP

20th February 2004

0 Uploads

708 Posts

0 Threads

#4 13 years ago

Just put @RTD in the path, instead of 22kHz and 11kHz.




Knoffhoff

I follow teh Moo!

50 XP

20th February 2004

0 Uploads

708 Posts

0 Threads

#5 13 years ago

Just put @RTD in the path, instead of 22kHz and 11kHz.




Mr_Cheese

FH Dev

50 XP

12th June 2004

0 Uploads

1,997 Posts

0 Threads

#6 13 years ago

So the path now reads: "load [EMAIL="bf1942/levels/Cretan_Village/Sound/@RTD/env.wav"]bf1942/levels/Cretan_Village/Sound/@RTD/env.wav[/EMAIL]" Thanks, I'll test that now.




pvt. Allen

I would die without GF

50 XP

20th July 2005

0 Uploads

5,654 Posts

0 Threads

#7 13 years ago
Mr_CheeseThey're the african trees with re-colored leaves.

Are they already included with FH objects or were they made by Otolikos?




Knoffhoff

I follow teh Moo!

50 XP

20th February 2004

0 Uploads

708 Posts

0 Threads

#8 13 years ago

Actually it seems that you are using the wrong code. You need the lines #templateLevel High , #templateLevel Medium and #templateLevel Low. Those let the game use the proper sounds. Here's an example of one of my sounds. The Low quality sound is missing though. I hardly ever use it. #templateLevel HIGH newPatch load bf1942/levels/Into_the_Reich-1944/sounds/@RTD/waldwind.wav loop minDistance 70 volume 1 randomStartPitch 0.2 / 0.0 priority -5 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 70 param 150 param 1 param -1 endEffect #templateLevel MEDIUM newPatch load bf1942/levels/Into_the_Reich-1944/sounds/@RTD/waldwind.wav loop minDistance 70 volume 1 randomStartPitch 0.2 / 0.0 priority -5 *** Distance Volume *** beginEffect controlDestination Volume controlSource Distance envelope Ramp param 5 param 15 param 1 param -1 endEffect




Mr_Cheese

FH Dev

50 XP

12th June 2004

0 Uploads

1,997 Posts

0 Threads

#9 13 years ago

Ok, thanks - I've jsut tested your first suggestion but the env sound didn't play at all but the Ju52 and music were fine. Thanks again!




Mr_Cheese

FH Dev

50 XP

12th June 2004

0 Uploads

1,997 Posts

0 Threads

#10 13 years ago

Hm, it didn't work. The env sound didn't play again. I've also tried it with the original Environment.ssc from the mappack release of Cretan Village and it didn't play then. My latest test was to add a 44kHz folder and version of the env.wav this now plays but is still distorted however you can now make out the different bits of the sound (crickets, flak, dog). It sounds slightly speeded up and is still high-pitched... This is the current Environment.ssc: #templateLevel HIGH newPatch ############ ### Near ### ############ load bf1942/levels/Cretan_Village/Sound/44kHz/env.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 68 priority -10 #templateLevel MEDIUM newPatch ############ ### Near ### ############ load bf1942/levels/Cretan_Village/Sound/22kHz/env.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 68 priority -10 #templateLevel LOW newPatch ############ ### Near ### ############ load bf1942/levels/Cretan_Village/Sound/11kHz/env.wav loop minDistance 10 randomStartPitch 0.25 / 0.0 volume 68 priority -10