I'm trying to add Kamino's rain and thunder sounds to my map, but without any success.
NOTE :
I'm trying to add the sounds for the GCW era
My 3 letter world name is BOZ
There's the region that adds the rain sounds in ZE (forget the name but it's here)
I've a SOUND file in my map in the addon folder
I've the fixed and improved munge files
Here are my problems :
- I haven't any footsteps sound, but when I walk on a rock or on the dagobah's crashed gunship I'm getting metal/ground footsteps
- I'm getting an error message everytime I'm munging the sound (error below)
- There's a bunch of topics about adding thunder and rain sounds and I'm a bit confused about adding sounds, so that's why I'm probably doing dumb errors
- And I don't really understand what's the difference between the soundstreams and the soundeffects (idk if the rain is a soundstream or a soundeffect for example)
My scripts :
- boz.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"bozgcw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"bozgcw"
}
}[/code]
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("dc:sound\\boz.lvl;bozgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = -1,
soldier = { "all_inf_rifleman",27, 75},
assault = { "all_inf_rocketeer",4,12},
engineer = { "all_inf_engineer",4,12},
sniper = { "all_inf_sniper",4,12},
officer = { "all_inf_officer",4,12},
special = { "all_inf_wookiee",4,12},
},
imp = {
team = IMP,
units = 70,
reinforcements = -1,
soldier = { "imp_inf_rifleman",30, 80},
assault = { "imp_inf_rocketeer",4,12},
engineer = { "imp_inf_engineer",4,12},
sniper = { "imp_inf_sniper",4,12},
officer = { "imp_inf_officer",4,12},
special = { "imp_inf_dark_trooper",4,12},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:BOZ\\BOZ.lvl", "BOZ_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("dc:sound\\boz.lvl;bozgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = -1,
soldier = { "all_inf_rifleman",27, 75},
assault = { "all_inf_rocketeer",4,12},
engineer = { "all_inf_engineer",4,12},
sniper = { "all_inf_sniper",4,12},
officer = { "all_inf_officer",4,12},
special = { "all_inf_wookiee",4,12},
},
imp = {
team = IMP,
units = 70,
reinforcements = -1,
soldier = { "imp_inf_rifleman",30, 80},
assault = { "imp_inf_rocketeer",4,12},
engineer = { "imp_inf_engineer",4,12},
sniper = { "imp_inf_sniper",4,12},
officer = { "imp_inf_officer",4,12},
special = { "imp_inf_dark_trooper",4,12},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:BOZ\\BOZ.lvl", "BOZ_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"bozgcw"
}
REQN
{
"config"
}
} [/code]
{
REQN
{
"bnk"
"align=2048"
"bozgcw"
}
REQN
{
"config"
}
} [/code]
Hidden/Spoiler:
[code]// Ambient Environment ------------------------------------------------------------------------------------
effects\emt_kamRainGutter_01.wav -resample ps2 11025 xbox 22050 pc 22050
effects\emt_kamRainGutter_02.wav -resample ps2 11025 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\emt_thunder_clap_01.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_02.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_03.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_roll_01.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_02.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_03.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\em2_thunder_clap_01.wav emt_thunder_clap_01 -resample ps2 11025
..\..\global\effects\em2_thunder_clap_02.wav emt_thunder_clap_02 -resample ps2 11025
..\..\global\effects\em2_thunder_clap_03.wav emt_thunder_clap_03 -resample ps2 11025
..\..\global\effects\em2_thunder_roll_01.wav emt_thunder_roll_01 -resample ps2 6000
..\..\global\effects\em2_thunder_roll_02.wav emt_thunder_roll_02 -resample ps2 6000
..\..\global\effects\em2_thunder_roll_03.wav emt_thunder_roll_03 -resample ps2 6000
#endifplatform ps2
[/code]
effects\emt_kamRainGutter_01.wav -resample ps2 11025 xbox 22050 pc 22050
effects\emt_kamRainGutter_02.wav -resample ps2 11025 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\emt_thunder_clap_01.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_02.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_clap_03.wav -resample xbox 16000 pc 22050
..\..\global\effects\emt_thunder_roll_01.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_02.wav -resample xbox 11025 pc 22050
..\..\global\effects\emt_thunder_roll_03.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\em2_thunder_clap_01.wav emt_thunder_clap_01 -resample ps2 11025
..\..\global\effects\em2_thunder_clap_02.wav emt_thunder_clap_02 -resample ps2 11025
..\..\global\effects\em2_thunder_clap_03.wav emt_thunder_clap_03 -resample ps2 11025
..\..\global\effects\em2_thunder_roll_01.wav emt_thunder_roll_01 -resample ps2 6000
..\..\global\effects\em2_thunder_roll_02.wav emt_thunder_roll_02 -resample ps2 6000
..\..\global\effects\em2_thunder_roll_03.wav emt_thunder_roll_03 -resample ps2 6000
#endifplatform ps2
[/code]
Hidden/Spoiler:
[code]soundflmunge.exe : Warning : Files line 2 and 3 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_kamRainGutter_02
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 7 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 8 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 9 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 10 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_BOZ\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_BOZ\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
[/code]
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 5 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_01
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 6 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_02
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 7 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_clap_03
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 8 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_01
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 9 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_02
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Warning : Files line 2 and 10 reference the same source file c:\windows\media\chord.wav. emt_kamRainGutter_01 will alias emt_thunder_roll_03
- while munging C:\BF2_ModTools\data_BOZ\Sound\worlds\boz\bozgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_BOZ\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_BOZ\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_BOZ\Sound\shell\shell.sfx
[/code]
Thanks for the help !