Memory Pull Error [Solved]

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LitFam
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Memory Pull Error [Solved]

Post by LitFam »

Is there a memory pull code for the .lua script that allows a lot of custom weapon sounds that are loud?
Last edited by LitFam on Tue Aug 01, 2017 5:39 am, edited 1 time in total.
Marth8880
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Re: Memory Pull Error

Post by Marth8880 »

No, the sound memory limit is static, it can't be altered by any means. With that said, the loudness of sounds are unrelated to memory - it's completely dependent on the WAV files and the parameters in the sound properties.
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Re: Memory Pull Error

Post by LitFam »

So all I can do is lower the sound in the .wav files and hope it doesn't crash?
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Re: Memory Pull Error

Post by Marth8880 »

Working with sound rarely causes crashing issues - but yes.
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Re: Memory Pull Error

Post by LitFam »

May I ask how do I convert a .mp3 file to a .wav with the right properties I followed this tutorial http://www.gametoast.com/viewtopic.php?f=27&t=6166, however, I don't know how to convert the .wav to a 352 kbps, 16 bit, mono, 22 kHz PCM mode.

Does anyone know how to convert .mp3 file to a .wav file with the properties of (352 kbps, 16 bit, mono, 22 kHz PCM mode)?
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Re: Memory Pull Error

Post by Marth8880 »

WAV files do NOT need to be 22 kHz.

This is a terrible bit of misinformation that has been floating around for far too long. With that said, sound effects should generally be around mono and 32 kHz, and music and ambience should almost always be stereo and 44 or 48 kHz.

To export them as such in Audacity, you simply import your sound file, go to Tracks > Stereo Track to Mono if you're converting the sound to mono (so DON'T do that for music or ambience), then set the Project Rate at the bottom-left corner of the application to the desired sample rate in Hz (so 32 kHz would be 32000 Hz). Then, go to File > Export Audio and select "WAV (Microsoft) signed 16-bit PCM", and finally click Save.

See here for more sound guidelines: http://www.gametoast.com/viewtopic.php?f=27&t=28101
Last edited by Marth8880 on Mon Jul 31, 2017 6:07 pm, edited 2 times in total.
LitFam
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Re: Memory Pull Error

Post by LitFam »

And how would you export it to .wav for weapon sounds?

Do I do this as you stated?

go to Tracks > Stereo Track to Mono if you're converting the sound to mono (so DON'T do that for music or ambience), then set the Project Rate at the bottom-left corner of the application to the desired sample rate in Hz (so 32 kHz would be 32000 Hz). Then, go to File > Export Audio and select "WAV (Microsoft) signed 16-bit PCM", and finally click Save.
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Re: Memory Pull Error

Post by Marth8880 »

Yes.
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Re: Memory Pull Error

Post by LitFam »

I still got a crash should I post my log?
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Re: Memory Pull Error

Post by Marth8880 »

Yes, of course. Go ahead.
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Re: Memory Pull Error

Post by LitFam »

It is too big to post, so I post a link with the error

https://ufile.io/no5j5
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Re: Memory Pull Error

Post by Marth8880 »

Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "dwt_weap_wrist_blaster_A" missing geometry "cis_weap_inf_sbdroidmuzzle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "dwt_weap_wrist_blaster_A" missing high res geometry "cis_weap_inf_sbdroidmuzzle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "dwt_weap_orbital_attack_A_ord" missing geometry "rep_weap_inf_grenadethermal.msh"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "dwt_weap_wrist_blaster_B" missing geometry "cis_weap_inf_sbdroidmuzzle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "dwt_weap_wrist_blaster_B" missing high res geometry "cis_weap_inf_sbdroidmuzzle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "dwt_weap_orbital_attack_B_ord" missing geometry "rep_weap_inf_grenadethermal.msh"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_laser"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, tur_bldg_laser19, that does not have an .odf file associated with it

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'dwt_inf_soldier_13' failed to find animmap human_sabre

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap human_sabre

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap jango_rifle
[/code]
Looks like you're missing a lot of MSH files and several ODFs and anims in one or more of your sides.

You also need to allocate the SoldierAnimation memory pool in your Lua mission script:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 656
All of those issues^ would collectively be the cause of your crash.
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Re: Memory Pull Error

Post by LitFam »

Ok I fixed it, expect this what is the animmap
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Re: Memory Pull Error

Post by Marth8880 »

Is it no longer crashing? If so, you probably needn't worry about the animmap issue.
LitFam
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Re: Memory Pull Error

Post by LitFam »

It's fixed thanks Marth!
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