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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Soundaliases don't work....
SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Wednesday, Jan. 30, 2013 04:08 pm
Well i took a look at city map source files made all up from voidsource. [thumbs_up]

And i gave a try so to use custom music and speech.
well thats the soundalias i made for music based on soundaliases of City map.[pimp]
---------------------------------
training,,raw/sound/intro/intro.mp3,music,1,1,1,1,,,music,streamed,,looping,,,,,,,,,,,,,,,
------
and for speech...[sleeping]
------
goodtosee,,raw/sound/intro/goodtosee.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,GOOD_TO_SEE
------------------------------------------
the music file is .mp3 format and is located in my raw foilder /sounds/intro/(nameofmusic).mp3
the speech file is .wav format and found in the same foilder.
I called the
music with this "command" in the maps gsc
Code:
MusicPlay( "training");

and for the speech
Code:
level.Loz playsound( "goodtosee" );

Loz is the actor [casanova]

and i still get the error of : missing sound alias for training example[banghead]

any ideas or verifycations on this? [confused]

Pliz its so urgent :P
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Wednesday, Jan. 30, 2013 04:31 pm
Code:

training,,intro/intro.mp3,music,1,1,1,1,,,music,streamed,,looping,,,,,,,,,,,,,,,
goodtosee,,intro/goodtosee.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,GOOD_TO_SEE

In the filepath you must only include folders, that are inside raw/sound.
edited on Jan. 30, 2013 09:32 am by 3st0nian
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Wednesday, Jan. 30, 2013 05:45 pm
I did it like that and i still get the same error

thats my intro.csv soundaliases file

-------------

,,"If the first column for a row is blank, then the row is ignored"
,"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_mod,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

null,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,

#music,,,,,,,,,,,,,,,,,,,,,,,,,,,,
training,,intro/intro.mp3,music,1,1,1,1,,,music,streamed,,looping,,,,,,,,,,,,,,,

#voiceovers,,,,,,,,,,,,,,,,
goodtosee,,intro/goodtosee.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,GOOD_TO_SEE
alex_move,,city/move_up.wav,voiceover,1,1,,,,,announcer,loaded,,,,intro,Intro_ALEX_MOVE
--------------

Do you see anything
I have already called it in my zone file
and the path of mp3s and wavs are correct :P
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Wednesday, Jan. 30, 2013 08:32 pm
Grrr Still does not work !!! [banghead] [banghead] [banghead] [banghead] [banghead]
Ive tried so many!!!
Anyone help?
Thanx 3st0nian that tip with the path was very nice[thumbs_up]

But i still got issues :P
[puke]
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FzBr.d4rk
General Member
Since: Jan 23, 2011
Posts: 86
Last: Jun 7, 2016
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 31, 2013 08:20 am
please post the line that you call the soundalias file.
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 31, 2013 01:20 pm
I have no errors with these lines.[crazy]
Code:

ignore,code_post_gfx 
ignore,common
col_map_sp,maps/Intro.d3dbsp
rawfile,maps/Intro.gsc
rawfile,maps/Intro_anim.gsc
localize,Intro
rawfile,vision/Intro_1.vision
rawfile,soundaliases/intro.csv

sound,intro,intro,all_sp
sound,common,intro,!all_sp
sound,generic,intro,!all_sp
sound,voiceovers,intro,!all_sp
sound,requests,intro,!all_sp


u see: rawfile,soundaliases/intro.csv
I dont know if anything from sound,,,,, is wrong.
The mp3/wav files i called are in sounds/intro
.
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 31, 2013 02:08 pm
Everything looks fine to me.
Try calling some stock sounds
Code:
#music,,,,,,,,,,,,,,,,,,,,,,,,,,,,

training,,music/HGW_airplane_alt_v2b.mp3,music,1,1,1,1,,,music,streamed,,looping,,,,,,,,,,,,,,,

#voiceovers,,,,,,,,,,,,,,,,

goodtosee,,voiceovers/US/bog/bog_a_vsq_11_7_R.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,GOOD_TO_SEE

Also, where are you getting this error? In game? Does it give any errors while compiling fast file?
How are your folders named exactly, where your soundfiles are located?
Raw/Sound/intro ?
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 31, 2013 04:14 pm
attachment: image(198.8Kb)
Beautyful.
the voiceovers work fine BUT i have two COD4 instals.
One for Modding/mapping and a stock one i tested the map in both.
In the mapping install the map was playing the voiceovers so fine
SUCCESS![thumbs_up]
but in the other one the voice was goind quicly. like u know when speeding up mp3s.
any ideas why that happened.[confused]
I think its the streaming or something[confused]
Anyway the music had the error in the picture above.
everything else was fine[cool]
--------------------------------
thats all the things i have done so far.[pimp]

[exclamation]The music file is in:raw/sounds/intro/music/training.mp3

[exclamation]The voiceovers are in:raw/sounds/intro/voiceovers/goodtosee.wav //e.t.c

the sound alias lines I added are here
Code:
#music,,,,,,,,,,,,,,,,,,,,,,,,,,,, 

training,,intro/music/intro.mp3,music,1,1,1,1,,,music,streamed,,looping,,,,,,,,,,,,,,,

  #voiceovers,,,,,,,,,,,,,,,, 

goodtosee,,intro/voiceovers/goodtosee.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,INTRO_GOOD_TO_SEE 

ihavenews,,intro/voiceovers/ihavenews.wav,voiceover,1,1,1,1,,,announcer,loaded,,,,intro,INTRO_IHAVENEWS


and finaly the lines in gsc i called the sounds.
Code:
	MusicPlay( "training");
Code:
	level.Loz playsound( "goodtosee" );

Thats to be specific i hope i was specific enough [biggrin]
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FzBr.d4rk
General Member
Since: Jan 23, 2011
Posts: 86
Last: Jun 7, 2016
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Friday, Feb. 1, 2013 12:06 pm
Try to convert the mp3 to wav.
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 SP Mapping
Posted: Friday, Feb. 1, 2013 03:59 pm
Still dont work.[ohwell]
converting the mp3 file to wav made it bigger [exclamation]
Ill try do this

Code:
level.player playsound( "training" );
[thumbs_up]

Ill do it as a voiceover for now[sleeping]

Any other ideas of why not playing.?[confused]
Ive sent the error before
I get the music error IN game.[tongue]
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