Hi! I’ve got problem again!
This time with sound.
I registered new sounds effects, but when I want to use these sounds the game returns console error:
“S_Startsound: handle [sequence of numbers] out of range.” and doesnt play of course. I think, there’s no free positions for new sounds, because mod which I based (ETPub) booked all free “sound slots” ?? Tell me what should I do to add new sounds without any errors.
Registering new sounds
This is some very basic stuff you’re having problems with. Maybe you should read some tutorials before going any further…
I wanna add RTCW ricochet sounds. First I declared three effects in cg_Media_t, cg_local.h file:
sfxHandle_t sfx_ric[3];
.
Next in CG_RegisterSounds(), cg_main.c file:
cgs.media.sfx_ric[0] = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse );
cgs.media.sfx_ric[1] = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse );
cgs.media.sfx_ric[2] = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse );
And I’m using these sounds in function called CG_MissileHitWall(), cg_weapons.c file, under “switch (weapon)” :
case WP_GARAND_SCOPE:
case WP_K43_SCOPE:
// actually yeah. meant that. very rare.
r = rand() % 3 ; // JPW NERVE increased spark frequency so players can tell where rounds are coming from in MP
sfx = cgs.media.sfx_ric[r];
But in the game I ve got error instead sound effect. It is worth mentioning that when I’m declaring these sfx in cg_Media_t (cg_local.h), another elements from cg_Media_t are “mishmashed”, swapped in ET and many items from cg_Media_t don’t work correctly.
Okey, I solved the problem myself. I just did all the steps again. I dont know what was wrong.
Well, I don’t know what you did, but could be the file itself.
If you cutting a sound and just putting into a pk3 file, you need to make sure that the sound be:
Sample Rate: 22 050
Bit-depth: 8 bit
And mono.