Posted: Fri Sep 09, 2011 6:25 pm Post subject:
Some sounds not appearing ingame
Subject description: ???
I've recently gave the Blizzard Frigate a voice (RA3 Destroyer). All sounds work perfectly accept for it's VoiceAttack= . Not one quote was said. I made the .wavs the the same way as other previous sounds (which all work perfectly) and the codings are alright. I tried removing the sounds, putting them back in again and hitting compact but still no difference
Here's a clearer view of the codes:
Code:
Just showing the ship's primary weapon voice coding. It's other voices work just right.
In soundmd.txt:
[SoundList]
870=BlizzardFrigateAttackShipCommand
[BlizzardFrigateAttackShipCommand]
Sounds= $vblia1a $vblia1b $vblia1c $vblia1d $vblia1e ;named like Boomer's primary
Control= random
Volume=85
Another unit, the Gladiator (using Future Tank voice) is also having sound problems. It does not blurt out one select voice and one move voice. It has 4 voice clips and 5 voice clips for select and move voices respectively. From the looks of it, the .wavs seem to be screwing with me. Any solution to this? _________________ The future belongs to The Forgotten!
ID of the sound entry is too long, use shorter ID's. Can't recall what the exact limit is but it's somewhere around 30 I think.
As for the second issue, make sure that there are no typos in the coding nor repeating of the first issue. In case these aren't an issue, a screenshot of XCC Sound Editor window with the problematic waves visible (and in particular their respective values for 'flags', 'samplerate' and 'chunk size') would help. _________________ QUICK_EDIT
ID of the sound entry is too long, use shorter ID's. Can't recall what the exact limit is but it's somewhere around 30 I think.
It's more than that. I have a couple of sound entries at 33 characters that work fine. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Yeah files seem OK, altough uncompressed and thus taking 4x more space but apart from that it shouldn't matter.
You haven't listed vglasee in [GladiatorSelect] Sounds= list though, so if that's one of the missing ones then there's your answer.
Apart from that, I don't know assuming that the sound entries are indeed listed in [SoundsList]. Are you sure it does not play them? Control=random, whilst it should choose more or less randomly from the list of available sound files to play, might sometimes just play same ones over and over again instead of opting for more variety.
FurryQueen wrote:
It's more than that. I have a couple of sound entries at 33 characters that work fine.
Well I just tested and sounds stopped playing once the amount of characters in ID hit 32. I am not sure if Ares would allow more than 31 characters to be used or something though, I tested on vanilla YR. _________________ QUICK_EDIT
Strange. I know for sure that my sounds continue working, but that wasn't vYR so I can't say for sure. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Like what Starkku said, the audio editor entries PCM wise look correct, key thing to note is that even if one of the sounds in the sound event's soundlist is missing or mispelled, whole sound event will refuse to play.
You should try to see that the sounds in sound editor list playback fine, if do, its likely just a referencing problem, something typoed in the inis, if even that wont work, something wrong with the sound wavs.
easy way to see the missing but referenced sounds from bag is use the ra2md.exe -log
function to get a debug text..it is only necessary to get to main menu and exit and check the debug.txt for missing samples, there is also a small possibility that the original filenames had a space in them thus referencing can fail. in such cases would have to use "name" AFAIK. Hard to say more without having the idx to check if name has space in it etc. QUICK_EDIT
easy way to see the missing but referenced sounds from bag is use the ra2md.exe -log
And as a clarification, this only works if you are using NPatch or Ares. Altough in case of ares it's more like 'syringe.exe "gamemd.exe" -LOG' I think.
Graion Dilach wrote:
Wrong. Only NPatch.
Well I corrected myself, we both know very well that the similar function exists in both. It's just enabled in a different way for obvious reasons. This is, unless this particular aspect of debug logging (which I'd say is a quite useful feature) has been removed in Ares. _________________ Last edited by Starkku on Sat Sep 10, 2011 10:09 am; edited 4 times in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Sep 10, 2011 10:04 am Post subject:
Wrong. Only NPatch. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
A bump I know but one thing I can say is that I have this exact problem with plenty of unit voices...all I know is that the one time I played my mod with Ares, I noticed that the broken sounds worked so perhaps Ares fixed this. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Posted: Mon Apr 29, 2013 10:59 am Post subject:
This is retarded...
Ok, this has been getting on my nerves. A lot of sounds are not working for some bizarre reason even though they are in the right format, spelled correctly, coded correctly. My Comanche's Select and Primary Attack sounds are refusing to play and at least one Move sound is giving me an invisible middle finger.
My Vulture Gunship's sounds are also trolling me. Yesterday, it's Move sounds don't work. Today after reinstalling the Move sounds, they work but now it's Attack sounds don't. Worse, one of my infantry's Move sounds suddenly decided to quit. What is this I don't even-
I swear I didn't mess around with the audio.bag other than putting in and removing the new sounds. What the hell is going on?
retardedsounds.png
Description:
What kind of black magic is this?! They are all named and formatted correctly :S
Filesize:
46.55 KB
Viewed:
3255 Time(s)
_________________ The future belongs to The Forgotten!
Isn't this what happens when audio.bag gets corrupt (or was it audio.idx)? I think you shouldn't have removed files from the audio.bag in the first place. QUICK_EDIT
Eh, he can see if they are corrupted by playing them in sound editor...
If no glitches then they are fine and not corrupted.
I would be more curious if there is problem, else it may just be typo or game engine occasionally chooses not to play since that is what default priority does. QUICK_EDIT
All sounds work fine. I only add and remove new sounds. Other than that I never touched the file. Something is wrong when whole sections of sounds aren't playing when they should :/ There isn't even a single typo error... _________________ The future belongs to The Forgotten!
I've been having similar problems with D-day, I've put the sounds in a mix file instead of the bag/idx tho. I'll report back if my own debugging efforts find anything. _________________
Sigh, still no luck. I've converted the sounds multiple times using at least three methods (Apollo's RA2 Sound converter, Winamp with the XCC plugin and XCC Mixer's Copy as WAV) and have several version of the sounds. Yet, the exact same sounds still don't work. Renaming them doesn't seem to work either
Mig, how did you name your .mix files? I've used ecache- and expandmd0-. None of them work. _________________ The future belongs to The Forgotten!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 01, 2013 9:45 am Post subject:
Mig uses Ares, that allows him such to do.
Regarding the original issue... I have no idea. How about taking out those $ marks? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Have you tried building a new audio.bag and audio.idx from scratch? I use the same sounds and I've added hundreds, which all work without fail. Seems like your files got gummed up somewhere. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
What I would like to know precisely is that how you perceive the problem exactly.
Repeated clicking on unit wields no voice out ? is there background ambient sounds present same time? or total silence in background mostly?
As game may also choose not to play given priority for ambient that has higher volume or during big battle can be ignored given sounds active else.
Any audio file that is bad, either by typo in filename/event name or by file itself will lead to game engine doing silence instead for the whole sound event and exception to that can be pcm if audiofile issue as lacks decoding error check.
You should try out priority coding if makes difference to the issue. QUICK_EDIT
Posted: Mon Nov 25, 2013 10:26 am Post subject:
BUMP!
So has anyone found out what is causing the sounds to not work properly? Before anyone tells me to test first before begging, I've placed my sounds in a new clean audio.bag. So far most of the sounds work perfectly, but there are still some that don't work at all. One case is that my Apollo Fighter's select and move sounds have bugged out sometime ago. When I placed entirely new sound files (which still use the old files' names), the same exact sounds don't work. This is at least 3 months later.
As I said before, reconverting and renaming the files don't work either. My MGG's select sounds don't work and even doing the above two didn't solve it :/
What. The. Fuck. _________________ The future belongs to The Forgotten!
Double post cuz no one replied with any explanation yet. I might have found a clue regarding the wonky sounds. I've just converted and installed the Generals Comanche's lines. I've converted them before, and all except its move and rocket pod lines didn't work. This time round though, all but the rocket pod lines work. Both sets of files were converted from the same source (General's audioenglish.big file), just named differently (vatspaa, vcomata, etc) and the sound entires are named differently too (SparrowAttackCommand, ComanheAttackCommand, etc).
This obviously has nothing to do with corrupt files (they play perfectly in any format, in and outside XCC) or Priority= tag (sound that plays above other sounds, which isn't the case if you just want to select one specific unit alone. I've tried it, didn't work). My only guess is that the game doesn't recognise the sound entries for some reason, even if they are properly listed, like this:
Ok seriously, I'm not sure if the game is trolling me but some of the sounds which didn't work previously now work, and at least one sound entry that work before now no longer works. And I didn't make any changes...
This is getting weird... _________________ The future belongs to The Forgotten!
Ok seriously, I'm not sure if the game is trolling me but some of the sounds which didn't work previously now work, and at least one sound entry that work before now no longer works. And I didn't make any changes...
This is getting weird...
Have you tried re-encoding your WAV files, rebuilding your audio archives then recoding the sound file from square one? I know that's a lot of work but that might be what you need to do.
Also. Are you using Ares, NPatch or vanilla games? _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
He's using NPatch. Though I'm not really sure if Ares does anything else aside from native support for non-audio bagged stuff. _________________ ~ Excelsior ~ QUICK_EDIT
Strange. I used NPatch for a long time and was able to successfully add about 750 new sounds. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Naw, patch or no patch, bag system works the same or game sound engine for that matter.
Based on info, its just guessing game TBH...your hard drive could be too fragmented or any number of outside usual cases.
Could be pc specific problem for all we know as there is no one else having these kinda problems, only cases have been simply coder mistakes in past or old xcc sound editor used with invalid ima block size.
Invalid sound events will not play ever but since you have randomly working and then not, its not that either. QUICK_EDIT
BTW I'm having the same problem with some of the unit voices in D-day too. So far I can't find anything wrong with either the sound files or my code. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Nov 27, 2013 12:22 pm Post subject:
Well, in D-day, I feel it's the sheer amount of ambient sounds causing that issue, since the game does have a limit (I guess 16 here) of sounds it can play at the same time. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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