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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: soundaliases problem
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 12:42 pm
alright guys, I've been having alot of trouble with soundaliases for CoD4.. I've got 3 planes flying over my map they work fine but theres no sound to it, Its a custom sound so I have it packed in my maps .iwd and also in raw/sound (in all the correct folders) so theres no problem there however when I go ingame to see my planes fly but in the lower left it says Error: Cannot find soundaliases for deathglider

But I have created the soundaliases for it.. Here is my maps soundaliases

Quote:
"#""If the first column for a row is blank"," then the row is ignored""", # The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,, "# This means it is safe to swap entire columns around, though you should never swap partial columns.",, "# You can invent new keys, but the game will ignore them if it doesn't know about them.",, "# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",, ,name,name of the alias that is used to play this sound (required) ,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)" ,file,the name of the file that contains the sound data (required) ,vol_min,"0 is silent, 1 is full volume (default = 1)" ,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)" ,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range" ,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)" ,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)" ,dist_min,"within this distance in inches, the sound is always full volume (default = 120)" ,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff." ,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)" ,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded) ,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1) ,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")" ,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave." ,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps." ,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe" ,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias)." ,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve' ,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by ,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'. ,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)" ,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound ,center percentage,this determines what percentage of the volume should be redirected to the center channel (equal percentage taken from all speakers). ,platform,"used by XMAUpdate to determine whether the alias should be processed for a particular platform. If blank, process for all platforms. Platforms are PC, XB, PS, WI. Multiple values should be separated by spaces. !PC will exclude alias from PC but include in all other platforms. PC will only include alias for PC. !PC XB is invalid." ,envelop_min,any sounds within this distance of the listener will use the full envelop percentage ,envelop_max,sounds between enevlop_min and envelop_max use a fraction of the envelop percentage,,,,,,,,,,,,,,,,,,,,,,,,,, ,envelop percentage,amount of omnidirectionality to apply,,,,,,,,,,,,,,,,,,,,,,,,,, name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volum efalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage #Music,,,,,,,,,,,,,,,,,,,,,, stargate_theme,,stargate/HGW_mp_suspense_03.mp3,0.6,,music,,,,,music,streamed,,,,all_mp,,,,,,music,nowetlevel fulldrylevel,,,!PC #Ambience,,,,,,,,,,,,,,,,,,,,,,,,, ambient_stargate,,ambient/amb_airplane0v1_lr.mp3,0.17,,ambience,,,,,ambient,streamed,,looping,,all_mp,,,ambient_stargate_sur,,,amb_front,nowetlevel fulldrylevel,0.3,,!PC ambient_stargate_sur,,ambient/amb_airplane0v1_lsrs.mp3,0.24,,ambience,,,,,ambient,streamed,,looping,,all_mp,,,,,,amb_rear,nowetlevel fulldrylevel,0.3,,!PC #Emitters,,,,,,,,,,,,,,,,,,,,,,,,, elm_thunder_strike,1,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_farm mp_cargoship,,,,,250,,,0.4,, elm_thunder_distant,1,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_farm mp_cargoship,,,,,750,,,0.2 emt_rain_wood,,amb_emitters/amb_rain_roofhvy.wav,0.6,,emitter,,,7,500,auto,,,looping,,mp_farm,,,,,,,, emt_rain_roof,,amb_emitters/amb_rain_roofhvy.wav,0.75,,emitter,,,30,700,auto,,,looping,,mp_cargoship emt_powerline_hum,,amb_emitters/emt_powerline_hum3_loop.wav,0.11,0.11,element,0.98,1.02,7,550,auto,streamed,,rlooping,,all_mp,,,,,,,,,,,,, # Fires - NEW (quiet levels),,,,,,,,,,,,,,,,,,,,,,,,,,,, fire_metal_large,,fire/fire_metal_lrg1v2.wav,0.5,0.5,explosion,0.95,1.05,7,1100,auto,streamed,,rlooping,0.85,all_mp #stargate stuff,,,,,,,,,,,,,,,,,,,,,,,,, deathglider,,stargate/deathglider.mp3,0.9,1,explosion,0.95,1.05,500,3000,auto,streamed,,nonlooping,0.85,all_mp,,,,,,,,,,,,,


Any help at all will be great, Cheers guys

edited on May. 3, 2010 08:44 am by Hercules
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 01:01 pm
Sounds like you arent adding the soundalias file to your zone CSV file.

Post what you have for it.
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 01:13 pm
sound,common,mp_stargate,!all_mp
sound,generic,mp_stargate,!all_mp
sound,voiceovers,mp_stargate,!all_mp
sound,multiplayer,mp_stargate,!all_mp
sound,mp_stargate,mp_stargate,!all_mp
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 01:31 pm
What settings do you have for the deathglider when it calls the sound?
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 03:54 pm
sound,mp_stargate,,all_mp

Try the above in your zone file instead of this "sound,mp_stargate,mp_stargate,!all_mp"
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 07:55 am
Here is the script I'm using

Quote:
main()
{

level thread planes();
}

planes()
{
level.PlaneSpeed = 2;

stuka1 = getent ("stuka1","targetname");
stuka2 = getent ("stuka2","targetname");
stuka3 = getent ("stuka3","targetname");

temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();
temp = getent (stuka2.target,"targetname");
stuka2.dest = temp.origin;
stuka2.start = stuka2.origin;
stuka2 hide();
temp = getent (stuka3.target,"targetname");
stuka3.dest = temp.origin;
stuka3.start = stuka3.origin;
stuka3 hide();

wait 2;

while (1)
{
stuka1 thread plane_flyby("deathglider");
wait .15;
stuka2 thread plane_flyby("deathglider");
wait .15;
stuka3 thread plane_flyby("deathglider");

wait 60;
}
}


plane_flyby(sound)
{
// If you specified a sound to play then play it
if (isdefined (sound))
self playsound (sound);

wait 15;

self show();

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);

wait level.PlaneSpeed;

self hide();
self.origin = self.start;
}



edited on May. 4, 2010 03:56 am by Hercules
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 09:52 am
Hey I fixed the error, Im not entirely sure what was causing the sound not to be played but it was something in the .csv

Im using this one now and all my sounds work like a charm

Quote:
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay, speakermap, reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage

#stargate stuff,,,,,,,,,,,,,,,,,,,,,,,,,
deathglider,,stargate/deathglider.mp3,0.9,1,,,360,6000,element,streamed,,,master,mp_stargate,,,,,,radio,nowetlevel,,0.1


Thanks for all your help guys
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 10:06 am
Hercules writes...
Quote:
Hey I fixed the error, Im not entirely sure what was causing the sound not to be played but it was something in the .csv

Im using this one now and all my sounds work like a charm

Quote:
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay, speakermap, reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage

#stargate stuff,,,,,,,,,,,,,,,,,,,,,,,,,
deathglider,,stargate/deathglider.mp3,0.9,1,,,360,6000,element,streamed,,,master,mp_stargate,,,,,,radio,nowetlevel,,0.1


Thanks for all your help guys


Because you added "mp_stargate" to the loadspecs. The first one didnt have it. It had "al_mp" - which you turned off in your zone CSV setings with !all_mp which basically tells the game that you want the sound for only 1 named map - not all maps. So, "all_mp" in your loadspecs was disabled.

Also, your first alias turned looping off. The second one defaulted to looping. That would have made a difference if your sound file needed to loop.

Its always best to try different alias settings if a sound doesnt play.
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 02:16 pm
Ah right I understand now, :) I got it in the end.. Thanks again for your help Demon
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