that didn't solve it.phazon_elite wrote:Hmm, looks fine to me. Maybe it's your // comments. I'm not sure if the mod tools can recognize // comments when munging sound files.
EDIT: Forget that, I found your problem. In your CW .snd file, you have start, start2, start3, and start4. In your CW .stm, you have start, start1, start2, and start3.
(FAQ) Tentative custom ambient music tutorial
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Re: Tentative Custom Ambient Music Tutorial
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Re: Tentative Custom Ambient Music Tutorial
Well, then I don't know what to tell you, other than I'd like to know where you installed your BF1 Tools to. Also, the cw req is totally messed up in the way it's typed. Those quotes are a space before the bracket...
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Re: Tentative Custom Ambient Music Tutorial
wha? the brackets look fine to me? D:\Program Files
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Re: Tentative Custom Ambient Music Tutorial
Program Files has a space in its name, screwing up the munging process. I suggest using D:\LucasArts, and place BFBuilder in there.
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Re: Tentative Custom Ambient Music Tutorial
well i mean the main parrt of it munges, its only the sound that doesnt. but ill try that.
EDIT: AHAAH! Bingo, its munging properly it seems.
EDIT 2:
Grrr... but its not working in-game in swbfII...
LUA
EDIT: AHAAH! Bingo, its munging properly it seems.
EDIT 2:
Grrr... but its not working in-game in swbfII...
LUA
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- Maveritchell
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Re: Tentative Custom Ambient Music Tutorial
Did you make sure to set up the sound in the right format? You can get something that munges properly but makes no noise if you don't.
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Re: Tentative Custom Ambient Music Tutorial
1536kbs 16 bit 48 kHz Stereo PCM. I believe this is the format Phazon_Elite has been using for the sound LVL's of my past maps.
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Re: Tentative Custom Ambient Music Tutorial
Did you read the tutorial through? It would help, since I covered a lot of the things you've had problems with, like this and making sure it's installed to C:/Lucasarts and not Program Files.Maveritchell wrote:These music files need to be .wav files in 352 kbps, 16 bit, mono, 22 kHz PCM mode.
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Re: Tentative Custom Ambient Music Tutorial
yeah i read it, i missed the c:/LucasArts part. But I know for a fact that in the sound lvl's that Phazon_Elite have been doing for me have at least been in Stereo format. He said something about a range of format that you can have it within ranges from what you said to what I said.
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Re: (FAQ) Tentative custom ambient music tutorial
Sorry for the bump, but this is in the FAQ
Do you know what the kHZ would be in HZ?
*Edit*
Why didnt I just google it?
its 22000 in case someone needs to know
Never mind, and sorry for the bump
Do you know what the kHZ would be in HZ?
*Edit*
Why didnt I just google it?
its 22000 in case someone needs to know
Never mind, and sorry for the bump
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Re: (FAQ) Tentative custom ambient music tutorial
Hello, I'm one of the remaining SWBF1 modders. Is the process for adding sound to SWBF1 any different? If it is different please help a fellow modder and I will be very grateful . Well, reply when you get the chance.
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Re: (FAQ) Tentative custom ambient music tutorial
No - in fact this method actually uses the SWBF1 tools to add sound.MasterFang1 wrote:Hello, I'm one of the remaining SWBF1 modders. Is the process for adding sound to SWBF1 any different? If it is different please help a fellow modder and I will be very grateful . Well, reply when you get the chance.
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Re: (FAQ) Tentative custom ambient music tutorial
I didn't see where to put the music file in the tutorial
Do I put them in the folder I downloaded (the EFX folder?)
*Edit*
I opened the sfxcw_music.stm and saw that they need to go into streams
You might want to add that to the first post Mav
He He, I just keep solving my own problems
Do I put them in the folder I downloaded (the EFX folder?)
*Edit*
I opened the sfxcw_music.stm and saw that they need to go into streams
You might want to add that to the first post Mav
He He, I just keep solving my own problems
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Re: (FAQ) Tentative custom ambient music tutorial
Sorry to revive this post, but I am getting this errors over and over...
I am following this tutorial, I didn't change any default name or instance in the scripts, my enconding tools are AVS Audio Editor and Super(c), the only possible detail I can figure is that no matter the compressor I use, in Hz it can only go for 22050 and bitrate always shows in winamp as 353kbps despite being 352 while converting.
BFBuilder.hta is located in C:\LucasArts\BFBuilder\
BTW, I am using all four files (Music1, Music2, Music3, Victory) but it looks like 2 and 3 doesn't even show up in the log...
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BFBuilder.hta is located in C:\LucasArts\BFBuilder\
BTW, I am using all four files (Music1, Music2, Music3, Victory) but it looks like 2 and 3 doesn't even show up in the log...
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Re: (FAQ) Tentative custom ambient music tutorial
Mav I know that you are working on this, but I want to figure out how to do it myself
Let's have a race shall we?
Anyway the real reason I revived this was to ask what goes in the effects folder?
Let's have a race shall we?
Anyway the real reason I revived this was to ask what goes in the effects folder?
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Re: (FAQ) Tentative custom ambient music tutorial
Well, I've munged my music in both the BF1 tools and the BF2 tools with no errors (I used Rend's soundmunge.bat for bf2...not sure if that is supposed to work wor custom music, but it seems like it did...) but I get dead silence instead of music either way. And yes, my format is fine.
Also for the following part Mav made it sound like we should put it above the old set, but actually it's necessary to delete the old set. It shouldn't matter that it's labeled for cw instead of gcw, should it? The sound files are set to be these names in the STM file, after all. Also it's possible to throw in custom defeat music as well; Mav just didn't do it.
SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
Hmm, does calling two music streams at once cause problems do you suppose?
OpenAudioStream("dc:sound\\sda.lvl", "sdagcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
or is it just my sound files being stupid?
I used the dB poweramp music converter to make them the right type.
It's back to the testing for me I guess...
Also for the following part Mav made it sound like we should put it above the old set, but actually it's necessary to delete the old set. It shouldn't matter that it's labeled for cw instead of gcw, should it? The sound files are set to be these names in the STM file, after all. Also it's possible to throw in custom defeat music as well; Mav just didn't do it.
SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);
SetVictoryMusic(ALL, "rep_kam_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
Hmm, does calling two music streams at once cause problems do you suppose?
OpenAudioStream("dc:sound\\sda.lvl", "sdagcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
or is it just my sound files being stupid?
I used the dB poweramp music converter to make them the right type.
It's back to the testing for me I guess...
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Re: (FAQ) Tentative custom ambient music tutorial
Any time you use music that shares the same name as something from any default .lvl file being loaded you will have problems. These problems manifest themselves as music not being heard. All I can recommend is that you go through, carefully, every one of your files and make sure nothing is being duplicated in name anywhere.
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Re: (FAQ) Tentative custom ambient music tutorial
Do you know whether Rend's soundmunge.bat works for music munging in BF2 though? I really don't like having the BF1 tools hogging disk space when I don't even have the game. Also, where could I get bg music files that are KNOWN to work so that I can test to see if it's the sound files that are the problem? Or is there a way to find the game's music files?
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Re: (FAQ) Tentative custom ambient music tutorial
It shouldn't work because the file structure is different. Did you try the BF2 munge with the soundmunge.bat fix on psyc0fred's site?
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Re: (FAQ) Tentative custom ambient music tutorial
Rends's soundmunge.bat is for SWBF2; you should download psych0fred's, though, it's newer and better.Frisbeetarian wrote:It shouldn't work because the file structure is different. Did you try the BF2 munge with the soundmunge.bat fix on psyc0fred's site?
And sound munging works fine in SWBF2 if you set everything up correctly; it's easier to set up (and explain for SWBF1), though.