//MUSIC MASH UP
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You wrote that you are using name of the file sound.ogg ,but in XSOUND.TXT I see that you defined custom.ogg ... try to chceck name of the files...I predict that name of the file in XSOUND.TXT should be the same as name of the file in your SND folder....
May be thats the main reason of error message...cause engine didn´t find correct file....
custom.ogg through to custom10.ogg are the names of my files
I only said sound.ogg to cover all sounds and not have to type out the name of each file name.
I would really like this to work, I need some sounds to work only 2 meters hearable distance
and other sounds 20 and 40 meters hearable distance.
I can't do custom sounds the other way I know "as by replacing sounds with custom sounds" because
I can't control how far the sound distance and loudness is heard.
I have put this map on hold about 7 months or so now because I could not get the sounds right.
would really love to finish it and if someone wants me to send my sounds files to them to
to help out, I can send them to you..
I would rather learn what I am not doing or! doing wrong , but happy for anyone to do it for me to help as well
However as I found so far the only file making problems for me is xsound.txt I can pack all other files
and map will still work. 'just no sounds'
BTW fredy theme if you scare easy, I would enter at own risk.... the map is meant to scare and trick players
with moving objects. not intended for real wars lol. experimental map with lots of customs
this
`snd 90010 custom\custom10.ogg 100 44100 0 0.1 100 // fredytheme
should be this
`snd 9010 custom\custom10.ogg 100 44100 0 0.1 100 // fredytheme
As this will now work with my map and sounds do work now,
you were talking about map-a and map-b
this does mean if someone else or my self makes another map with custom sounds
that my current map will then play that other maps sounds and not my map? would I be correct in saying that.
there for the file xsound.txt and custom sounds would be best placed in the map.dat file rather then the cfb file, again would this be correct?
but then there is the draw back if my map is not the first to load that xsound.txt will not have the list of my sounds
and there for my sounds will not play.
BUT if my map was the first to load the my xsound.txt and sounds will load but on map change I suspect the game would crash
because my sounds did not load after leaving the map?
BUT what if I put the custom sounds in my map.cbf file and the xsound.txt in my map.dat file
I would suspect on loading my map my xsound.txt will load and as custom sounds are in my map.cbf file
after leaving my map the game will not crash as the sounds are still readable.
hmmm
I will confirm this later when I got some more time
I´m afraid if you put XSOUND.TXT to DAT file....XSOUND.TXT will be not loaded..but try to test it....primary location is in CBF file so I expect updated XSOUND.TXT have to be there also...
Yep if someone create map..he also start with customs ID etc. with 9000...maps are loaded in alphabetical order so ....if the map will be loaded after yours used customs sounds will be from another map....thats disadvantage of this method...
hearable distance you have to set while creating new sound in editor....this information will be saved to snd.dat...
your right .txt will not work in .dat file, thought it would have as the map.dat is a cbf file but named .dat for singling out map files.
I Was hoping it would be like INI\TXT you can add what ever txt file there to change names of hats and players in the menu
when selecting a skin or hat.
example" if you could add a snd.txt in the same folder with xsounds.txt with just the sounds we want to add
the we could add custom_name.txt to include our custom sounds and there wouldn't be any problems to custom sounds
not working or conflicts.
I have spent the time looking at every dat file txt and tx3 file to see if there was another way to include a custom file
to provide another way to use custom sounds by including a custom txt file but no luck.
I don't know 1/2 as much about VC as LDC or some others do but I am sure there is a way. I am told there isn't
but I will not give up on it
I also see in the Ptero Engine under TOOLS>Reload Wizard> to check for Sound system (snd.txt, wavs)
and think there must be the option for a custom file called snd.txt to contain custom sound commands.
I have tested putting a file called snd.txt in ever folder of my map before compiling and the only
folder there the snd.txt file does compile into the map is under data\snd...
anyway thanks for your way of making custom sounds work in maps. it does work as I now have my map working with custom sounds.
I still will not let others download it as I want a better way for custom sounds to work.
I might have to make a addon instead with may maps to include custom xsound and sounds but probably will not
do that, i tries to do a addon once before and failed.