Custom sounds problem


(eRRoLfLyNN) #1

Hi guys, you’ve helped me before so hopefully yo can do it again!

Anyway, I’m having some trouble getting custom sounds working in my map. I’ve searched the forum and had a look in the Radiant manual and tried all the suggestions, but no joy so far!

My map is called fear. So i’ve created, for example, the following in etmain:

sound/fear/customsound.wav

I put the target_speaker entity in my map and browse to that file. It writes:

key: noise
value: sound/fear/customsound.wav

I read somewhere that this is going to automatically create the file fear.sps in the sound/maps/ directory. This isn’t automatically created for me?, but i have then created it my self like this:

speakerScript
{
	speakerDef {
		noise "sound/fear/customsound.wav"
		origin -1416 1280 -312
		looped "on"
		broadcast "no"
		volume 127
		range 800
	}

}

So I’ve saved all this and compiled (single BSP -meta), but no sound happens in my map. I have tested it with soiunds that shipped with ET and it works fine, but it won’t work for my own sounds.

Is there anything abovious that I’m doing wrong? Can anyone help me to get this working?

Thanks for reading this far!!


(MadJack) #2

Open console, scroll up and look for any error message. That msg, if any, might be way up there at the start… So make sure there are no errors.

Another thing to consider, make sure the above is in a mapname.sps file.

[EDIT] Forgot to add that the file HAS to be at least 22 Kb sampling for low quality or 44 Kb for high quality though I’m not certain that’s the case anymore (44 Kb). Anyway I’m sure someone will correct me if I’m wrong :smiley:

HTH


(eRRoLfLyNN) #3

YOu know I never thought about that. You see I just downloaded some random samples of the net for testing. I just noticed they won’t open in Soundforge. And their sample rates are all like 16 and 8. Gonna make a quick test file of my own with the right parameters and try that. Will post if it works. Cheers for the fast response Jack :drink:


(Loffy) #4

Hi!
I am not sure there will be a .sps file if you put target_speakers in the map.
The way to create a .sps file, is to open the map in developer mode (/devmap fear), and then type “/editspeakers” in the consol. To dump a speaker, write /dumpspeaker. To Modify the speaker, write /modifyspeaker. When you leave the modifyspeaker-window, you will click OK. This will create a .sps-file.
(You do not have to write these long words. Just type edits or (dumps or modifs) and hit TAB. The word /editspeaker will appear, and you can hit Enter.)

The wav files have to be mono.

// Loffy


(eRRoLfLyNN) #5

:clap:

Cheers guys, that’s worked. The files I had downloaded were saved in strange formats even though they were .wav file types. The sample rates were also all over the place. I made a wav file with 22,050 khz rate and pointed the noise key of the target_speaker entity to that and it worked, even without the .sps file (which I deleted). Cheers for the tip re the speaker editor from the console Loffy. Will be experimenting with that soon!

Thanks again guys :drink:


(Ifurita) #6

You can also bind those commands:

bind KP_Home “editspeakers”
bind KP_uparrow “dumpspeaker”
bind KP_pgup “modifyspeaker”
bind KP_del “undospeaker”

I posted a test map config I wrote, which binds all of the commands I typically use to the keypad

http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7483&sid=fc336496bbe904ddcc1cd3d0def7ba87


(MrLego) #7

The .sps files are created if you use the ingame speaker editor.

If you use the “target_speaker” entity in radiant then those sounds do not require a .sps file.

I have some sounds with sample rates at 28,000 which sound a lot better than the ones at 22,050.

I guess it all depends on what program the wavs were originally created from - I use the Creative Labs WaveStudio that came with my sound card.


(SiliconSlick) #8

You had more luck than I with that. See:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6132

which provides some details on a problem I had with
custom sounds using CL’s WS.

eRRoL, you can look at the sound pack I did for
Gerbil’s Helm’s Deep as an example of adding
custom sounds.

http://www.nd80usa.net/slicks/mml_helmsdeep_fp/ss_mml_helmsdeep_a2_sp1.pk3

SiliconSlick


(eRRoLfLyNN) #9

Cheers Slick. Didn’t make it home until late last night (oops!), but I’ll have look at that tonight.

Just on the posts about editing speakers, can someone explain more what can be done with the speaker editor from the console. I had 5 minutes to look at it the other night. I did /editspeakers and saw that I had entered speaker edit mode. But I couldn’t really figure out much about it? There isn’t much info in the manual about it as far as I could see. Maybe it’s already been discussed somewhere anyhow, I haven’t searched for that yet. Just wondered if anyone had a quick explanation of how to manipulate the speakers? Can new speakers be created in this mode?


(eRRoLfLyNN) #10

Sorry ignore that last question - I found some info in the LDR about how the commands work: http://www.planetquake.com/simland/ldr1_1/, under the heading Speaker Editor, d’oh! :smiley:


(eRRoLfLyNN) #11

Just one more thing though that isn’t covered there…

My sounds work fine when in speakeredit mode and then when I turn off speakeredit mode. But when I close ET and load the map again I can’t hear any sounds??? I go back into speakeredit mode and all the speakers etc are still there but no sounds are coming from them, is that normal? Do I have to do a full compile to hear them??


(MadJack) #12

Make sure sounds are enabled in normal play mode? Maybe in speakeredit it’ll default to sound On but when you go back to normal it goes back to Off?


(eRRoLfLyNN) #13

Yeah, that sounds likely, but I don’t remember switching sounds off. Maybe they are off by default? Anyway, will check when I get home. Cheers again Madjack.

@SiliconSlick - nice sounds man!


(eRRoLfLyNN) #14

Nah :frowning:

The only 2 settings i can see are for music volume and effects volume, both are on but still nothing. very annoying. a lot of my map’s atmosphere is relying on the sounds. anybody know what might be up, or who can say at least if this is something normal that happens?

Please help :???:


(eRRoLfLyNN) #15

Just noticed in the .sps that all the paths of my speakers seem to have reverted to just “sound”. WTF???


(eRRoLfLyNN) #16

Seems that it doesn’t like backslashes \\\

I remember dion a lot of the sounds with backslashes in their paths - and those are the ones that lost their paths in the .sps file. I wrote them in again with forward slashes in the paths instead. tested it 2 times to make sure, and the sounds are workin again. thank feck.