Soundpack issues.


(inbredhill) #1

I am working on trying to customize my already large soundpack file by adding gijoe sounds in sub menus. I have already added sounds from S2 of the cartoon to the default chat sounds and they work.

All sounds I have done are 11.2khz mono .wav files done with audacity with a +16db boost to the sound level.

current soundpack to look at:
http://donesmedia.com/nq/zzzgijoevcobra_beta83.pk3

My menu sound definitions:
/////////////
//speaches///
/////////////

speach1

{

sound/speaches/joe1.wav	"All Joes Report to Duty"

}
speach2

{

sound/speaches/joe2.wav	"CCwhere's the device"

}
speach3

{

sound/speaches/joe3.wav	"Destro Skit"

}
speach4

{

sound/speaches/joe4.wav	"Do impossible at once"

}
speach5

{

sound/speaches/joe5.wav	"LL Keep getting presents"

}

speach6

{

sound/speaches/joe6.wav	"Polly Help Help"

}

speach7

{

sound/speaches/joe7.wav	"Serp Follow me"

}

speach8

{

sound/speaches/joe8.wav	"SW keelhaul"

}

speach9

{

sound/speaches/joe9.wav	"SW menace to navigation"

}

speach10

{

sound/speaches/joe10.wav	"Where are we going?"

}

my QM Menu defs:

QM_MENU_START( “wm_speaches_alt” )

QM_MENU_ITEM( "1. alljoesreport", exec "VoiceChat speach1"; close wm_speaches_alt, "1", 0 )

QM_MENU_ITEM( "2. ccwheresdevice", exec "VoiceChat speach2"; close wm_speaches_alt, "2", 1 )

QM_MENU_ITEM( "3. destskit",	exec "VoiceChat speach3"; close wm_speaches_alt, "3", 2 )

QM_MENU_ITEM( "4. impossibleonce", exec "VoiceChat speach4"; close wm_speaches_alt, "4", 3 )

QM_MENU_ITEM( "5. llpresents", exec "VoiceChat speach5"; close wm_speaches_alt, "5", 4 )

QM_MENU_ITEM( "6. pollyhelp", exec "VoiceChat speach6"; close wm_speaches_alt, "6", 5 )

QM_MENU_ITEM( "7. serpfollow", exec "VoiceChat speach7"; close wm_speaches_alt, "7", 6 )

QM_MENU_ITEM( "8. swkeelhaul", exec "VoiceChat speach8"; close wm_speaches_alt, "8", 7 )

QM_MENU_ITEM( "9. menacetonav", exec "VoiceChat speach9"; close wm_speaches_alt, "9",8 )
QM_MENU_ITEM( "0. wherewegoing", exec "VoiceChat speach10"; close wm_speaches_alt, "0", 9 )

QM_MENU_END

My menu pointer:

QM_MENU_ITEM( “9. Speaches”, close wm_quickmessageAlt; open wm_speaches_alt, “9”, 8 )


(shagileo) #2

I’m sorry I can’t really find your question
What’s the issue?

(PS: try to use the code /code tags to shorten your ‘script’ )


(inbredhill) #3

[QUOTE=shagileo;243880]I’m sorry I can’t really find your question
What’s the issue?

(PS: try to use the code /code tags to shorten your ‘script’ )[/QUOTE]

What do you mean code /code? Can you point me to a resource so I could learn how to use it?

The sounds will not play in game.


(Nail) #4

[QUOTE=inbredhill;243889]What do you mean code /code? Can you point me to a resource so I could learn how to use it?

The sounds will not play in game.[/QUOTE]

he means this :


(system) #5

you don’t get an error in the console? there is a limit using voicesamples.

(hrr, it is speech, not speach btw. but maybe gi joe has its own language :slight_smile: )


(inbredhill) #6

[QUOTE=dutchman;243911]you don’t get an error in the console? there is a limit using voicesamples.

(hrr, it is speech, not speach btw. but maybe gi joe has its own language :slight_smile: )[/QUOTE]

Arg ye got me matey. Yes I did typo that. but as long as it matches in the the relavant spots in code it should not matter.


(system) #7

hehe just kidding:)

What i wanted to know was if some error pops up when you load the game. I can imagine you got a lot of samples for the mod.
We also use a lot of samples and once i got an error that i exceeded a maximum of whatever with a result that some samples would not play.

Maybe load mod and scroll back in console to make sure if there are no errors.


(inbredhill) #8

[QUOTE=dutchman;244031]hehe just kidding:)

What i wanted to know was if some error pops up when you load the game. I can imagine you got a lot of samples for the mod.
We also use a lot of samples and once i got an error that i exceeded a maximum of whatever with a result that some samples would not play.

Maybe load mod and scroll back in console to make sure if there are no errors.[/QUOTE]

I did a count a while back and I have about 600 chat sounds setup. I never saw any errors. It actually says it played on the server console, but nothing shows up on the client console.


(acQu) #9

You are either using the wrong format or are exceeding a certain maximum/limit there is for the sound scripts.

Does a single .wav file work ? Does it work as long as you dont add file X+1 ?

At your client console, do you see this error here ?

MAX_SOUND_SCRIPTS exceeded.

FILE_HASH_SIZE is 1024
MAX_SOUND_SCRIPTS is 4096

If that information helps ? Taken from cg_sounds, though im not sure which sound scripts they refer and what that hash size is. Maybe someone with more knowledge will explain it.


(acQu) #10

Ah i forgot: maybe also check for typos in script, again :wink:


(acQu) #11

Ah i forgot: maybe also recheck for typos.


(inbredhill) #12

I can see the code in my sleep.

Here you can look at it:
http://donesmedia.com/nq/zzzgijoevcobra_beta83.pk3


(dutchmeat) #13

As with all big packs (sounds, models, codes etc) split it up!

First make one pack with 10 vsays and see if they are working, then 20, then 30, etc.
You already said you were able to have about 600 vsays, so go back from there, and add a few vsays to that pack.


(inbredhill) #14

[QUOTE=dutchmeat;244160]As with all big packs (sounds, models, codes etc) split it up!

First make one pack with 10 vsays and see if they are working, then 20, then 30, etc.
You already said you were able to have about 600 vsays, so go back from there, and add a few vsays to that pack.[/QUOTE]

I have done that as much as I can.


(acQu) #15

Well pretty hard to follow you as you really don’t explain your problems properly. But my mind-reading skills tell me you have hit a limit.

So try now enlarging your cache with a special command at your client (i forgot that command, but it exists. You probably have to write it in your autoexe), as at mapstart all sounds are precached. Maybe that’s the problem, but it’s only a guess…


(acQu) #16

Well pretty hard to follow you as you really don’t explain your problems properly. But my mind-reading skills tell me you have hit a limit.

By now some methods to help yourself on your own has already been explained, by different users. In addition it probably helps if you enlargen your sound-cache. But when you enlargen it

[ol]
[li]make sure your change is persistent (write it in autoexe or use the seta command) and
[/li][li]restart the map
[/li][/ol]

, as at mapstart all sounds are precached.

Please note that enlarging the cache is not really the solution for all users, as its only client side. It should only help you localizing what is wrong.

Greetz


(inbredhill) #17

I figured it out. I did hit a limit. I started decreasing the size of the soundpack and then it started working. Odd that it didn’t throw out any errors though.


(acQu) #18

Makes us happy :slight_smile:

And now you have to think about a way to avoid that limit. I sloppily would suggest to lower the quality of your voicechats, as im not sure what kind of limit it is. Probably its just too much data for the sound cache…


(inbredhill) #19

It’s a numerical limit I am reaching I think. I don’t think filesize had anything to do with it.


(inbredhill) #20

Looks like numerical sound binding for voice chat menus is somewhere in the 500s range. I reduced the amount of custom menus and voice chat sounds and it works fine now.