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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Problem streaming music
arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Saturday, Apr. 21, 2012 06:01 am
Hi guys, I can't get music to play in my map, this is what I have so far....

mp_ripper_1888.csv

Code:
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
# Ambient sfx - Spawned,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 

creak_01,,sfx\levels\berlin_2\sign\metal_creak\metal_creak_05.wav,!wii,0.4,0.5,1,1.1,50,500,700,,,,,ambience,60,3d,,0.8,,,,curve3,,,pitch,,,curve3,,,,,,,,,,0.5,20,60,0.2,1,, 
wood_creak,,sfx/Amb/wood_creak_##,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
bell_01,,sfx/custom/bell_01.wav,!wii,1,1,1,1.1,50,500,700,,,,,ambience,60,3d,,0.8,,,,curve3,,,pitch,,,curve3,,,,,,,,,,0.5,20,60,0.2,1,, 
hiss,,sfx/custom/gas.wav,!wii,0.5,0.8,1,1,90,300,300,,,,,ambience,60,3d,,,looping,,,,,,,,,,,,,,,,250,800,0.5,,30,50,0.1,1 
idle,,sfx\custom\boat_idle.wav,!wii,1,1,1,1,300,700,800,,,,,ambience,60,3d,,,looping,,,,,,,,,,,,,,,,250,800,0.5,,30,50,0.1,1 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
drip,,sfx/amb/water_drips_##,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
bat01,,sfx/levels/sniper/raven/fly_away.wav,!wii,1,1,1,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 
bark,,sfx/amb/animals/dog_##,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

cat01,,sfx/custom/cat_growl.wav,!wii,0.5,0.5,0.5,1,500,800,1200,,,,,ambience,60,3d,,0.8,,,,curve3,,,,,,curve2,,,,,,,,,,0.5,30,50,0.2,1 
caw,,sfx/amb/animals/raven_##,!wii,1,1,1,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

flies,,sfx/amb/animals/flies_##,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

rats,,sfx/amb/animals/rodents_##,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 

snarl,,sfx/custom/fence_attack.wav,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
frontdoor1,,sfx/doors/wood_creak_01.wav,!wii,1,1,1,1,500,800,1200,,,,,ambience,60,3d,,0.8,,,,curve3,,,,,,curve2,,,,,,,,,,0.5,30,50,0.2,1 
manhole1,,sfx/doors/metal_drain.wav,!wii,1,1,1,1,500,800,1200,,,,,ambience,60,3d,,0.8,,,,curve3,,,,,,curve2,,,,,,,,,,0.5,30,50,0.2,1 
shutter,,sfx/custom/shutter_move.wav,!wii,0.5,0.5,1,1,200,500,700,,,,,ambience,60,3d,,0.8,,,,curve3,,,pitch,,,curve3,,,,,,,,,,0.5,20,60,0.2,1,, 
slidedoor1,,sfx/doors/roller_door_open.wav,!wii,1,1,1,1,500,800,1200,,,,,ambience,60,3d,,0.8,,,,curve3,,,,,,curve2,,,,,,,,,,0.5,30,50,0.2,1 
tick,,sfx/custom/tick_loop_00.wav,!wii,0.7,0.8,0.9,1.1,100,700,1000,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1 
trapdoor1,,sfx/doors/wood_creak_01.wav,!wii,1,1,1,1,500,800,1200,,,,,ambience,60,3d,,0.8,,,,curve3,,,,,,curve2,,,,,,,,,,0.5,30,50,0.2,1 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,


mp_ripper.csv

Code:
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,subtitle 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, 
ripper_song,,stream\music\mp\ripper_st.wav,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,,,,,,,,music,,,,,,,,,,,,100,100,0.25,1,


zone file

Code:
sound,common,mp_ripper_1888,!all_mp 
sound,generic,mp_ripper_1888,!all_mp 
sound,voiceovers,mp_ripper_1888,!all_mp 
sound,multiplayer,mp_ripper_1888,!all_mp 
sound,mp_ripper_1888,mp_ripper_1888,all_mp 
sound,mp_ripper,,all_mp


and my iwd consists of....

images/custom textures
sound/stream/music/mp/ripper_st.wav

and I also have....

CoD5\raw\sound\stream\music\mp\ripper_st.wav

I've also tried my iwd without....

sound/stream/music/mp/ripper_st.wav

But still leaving ripper_st.wav in

CoD5\raw\sound\stream\music\mp\

No matter which combination I tried the music would not play, and what makes it strange is the fact that there are no errors, either in the compile or the console, so as far as I can see I've done everything right.

mp_ripper_1888.csv is working fine as all sounds work in-game.

I even added this line to my .gsc and it went through ok with no errors....

ambientplay("ripper_song");

Can anyone help me out please. I'm at my wits end and just don't know what to do now.

I've almost finished my map now but can't release it without the music playing, If I do release it without the music, all ambience and atmosphere for the map will be pointless.

Thank you, Ian.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Saturday, Apr. 21, 2012 06:13 am
You need to isolate the problem, through diagnostics, in order to apply any solutions. So, you need to determine if it's your sound files, or your soundalias CSV that is at fault. As such, first things first: have you tried replacing ripper_song with a stock sound file renamed to ripper_song in order to see if it is your soundalias at fault?

If you've done that, and the sound file still wont play, then you know that it's your soundalias at fault.

If you've done that, and the renamed stock sound file plays, you know it is your custom sound file at fault. I saw CodemanX telling you how WaW has proprietary sound headers, and .WAV files are not standard .WAV files. In this instance, I would advise you getting him to do your sound files for you as he knows what he is doing.

In the event that he can't do them, send them to me and I'll do them for you.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Saturday, Apr. 21, 2012 09:32 am
It's CoDEmanX :)

i made the wav for him, converted from mp3 to wav using Audacity, compressed to xWMA using xWMAencode (dx sdk) and PRIV chunk added via MODsound - modsound told me it could not open input file, but wrote a wav having PRIV chunk. Most of the PRIV chunk content is 00, so empty, maybe that's the problem... But i wouldn't have a clue why modsound failed.

I compiled it the manual way: modsound.exe -pc -aliasfiles mp_ripper.csv

Also tried few other wav formats (adpcm and raw pcm), but it keeps telling me "couldn't open input file" :(

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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Saturday, Apr. 21, 2012 11:21 am
What is wrong with converting an MP3 file to standard .WAV pcm 16 bit endian? You can compile standard .WAV files, and modsound.exe will convert it into the correct format with the PRIV chunk added. If you then really need to stream the sound (and there are instances where this is preferable over compiled sounds) extract the compiled sound using Antnoteaminme's WaW sound extractor and put it in your IWD file. I did this with quite a few MP3 sounds taken from both COD4 and COD2 and they all worked.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Saturday, Apr. 21, 2012 03:14 pm
uncompressed PCM would mean 75mb for an ambient music track.

And no, converting with modsound did not work at all for me! But i think i figured out what the problem was, there must be no spaces in file path. It's working now: PCM to ADPCM + PRIV chunk
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arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Sunday, Apr. 22, 2012 03:59 am
Well! it's finally working, turns out that the wav hadn't converted properly, so CoDEmanX redid it and now its fine, I now have streemed music in my map.

Thanx, Ian.
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Sunday, Apr. 22, 2012 10:05 am
apperently, it has to be ADPCM and must not be xWMA for streamed music!
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fairyanna
General Member
Since: Dec 29, 2014
Posts: 1
Last: Dec 29, 2014
[view latest posts]
Level 0
Category: CoDWW MP Mapping
Posted: Monday, Dec. 29, 2014 09:52 pm
-- DELETED POST PER FORUM RULES --
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dundy
General Member
Since: Dec 14, 2004
Posts: 761
Last: Jan 31, 2019
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 30, 2014 06:07 am
fairyanna writes...
Quote:
OK! Thanx Tally will try that now. I did notice in launcher that it was showing the ace mod but the mod specific map box is not ticked so I assume thats ok and it means its not using a mod when compiling. I even tried my test.map. I put minimap corners in the correct places, made sure my skybox had no leaks and was high enough, all the console commands worked fine except for "/scr_minimap_height 10000". So it's not just restricted to one map, it would appear that it happens with every map, so now I am getting really worried. without minimaps that means I can't release "mp_ripper_1888".


You are releasing mp_ripper_1888 made by arachnofang ??

How did you get the sourcefiles....as i understand arachnofang

past away couple of year ago..??



edited on Dec. 30, 2014 02:08 pm by StrYdeR
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