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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Problem with Soundaliases
redneckcowboy
General Member
Since: Apr 29, 2007
Posts: 4
Last: Sep 27, 2008
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 02:39 pm
Hello, my english is not so good, so I hope someone understand my question: Someone knows this Errormessages:
"recursive error after: Sound alias file ambient.csv: missing 'name' and/or 'file' columns"
I build a SP-Map and it run always good, but I have no Sound on Allie-Weapons and Tiger-Tank. If I take the .csv the game will not start. If I let the .csv back, the map run but without Sound for Allie-Weapons and Tiger-Tank.
I hope somebody can help me, thanks and best regards
Redneckcowboy

edited on Sep. 5, 2008 02:41 pm by redneckcowboy
Welshy
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Since: Feb 16, 2007
Posts: 705
Last: Nov 20, 2008
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Level 6
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Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 03:03 pm
Try opening your .csv in excel then post what is in there on here
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redneckcowboy
General Member
Since: Apr 29, 2007
Posts: 4
Last: Sep 27, 2008
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Level 0
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 05:14 pm
Hi, thank you for your answer. Here is my .csv from Soundloadspec



# This file defines the default soundalias files to load if no map specific loadspec file is found
# If you want to include sounds into your map file which are not included here you should make a seperate
"# load spec file int the form of "".csv"" using this file as a base. You should only load the"
# soundalias files which are absolutely necessary to keep the sound memory footprint as small as possible
#*********************************************************************************************************


gmi_mp_weap_uk.csv
gmi_sound.csv
gmi_music.csv
default.csv
wep_gmi_sound.csv
iw_sound.csv
iw_sound2.csv
iw_music.csv
pi_sound.csv
surface_gmi_sound.csv
pi_sound.csv
generic_mp_sound.csv
gmi_credits.csv
dialog_generic.csv
dialog_mp.csv
gmi_dialog_generic.csv
gmi_dialog_mp.csv
gmi_intros.csv
gmi_mp_aircraft.csv
gmi_mp_artillery.csv
gmi_mp_vehicles_ge.csv
gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_us.csv
gmi_mp_weap_all_allied.csv
gmi_mp_weap_uk.csv
gmi_mp_weap_ru.csv
gmi_mp_weap_us.csv
credits.csv
default.csv
gmi_ru_intro.csv
gmi_uk_intro.csv
gmi_uk_mid.csv
sp_Reichskanzlei.csv


and here from Soundalias

# If the text in the first column of a row starts with a # character, 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)"
,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,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 won't exceed this volume whenever any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

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

#Flak 88,,,,,,,,,,,,,,
Flak88_fire,1,weapons/flak/flak88_fire.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!sp_Reichskanzlei
Flak88_fire,2,weapons/flak/flak88_fire02.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!sp_Reichskanzlei
Flak88_fire,3,weapons/flak/flak88_fire03.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!sp_Reichskanzlei
flak_reload,,weapons/flak/flak_reload.wav,1.5,1.5,0.9,1.1,120,500,,,,,,sp_Reichskanzlei



#Ambient Tracks,,,,,,,,,,,,,,
ambient_burnville,,ambient/amb_burnville_ext.mp3,0.75,,,,,,local,streamed,,looping,,sp_Reichskanzlei
ambient_dam_generator,,ambient/amb_dam_int02.mp3,0.7,,,,,,local,streamed,,looping,,sp_Reichskanzlei

#Tank sounds,,,,,,,,,,,,,,
tankdrive_treefall,,misc/treefall.wav,1.25,,0.95,1.05,2800,,voice,,,,,sp_Reichskanzlei

tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,sp_Reichskanzlei
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,sp_Reichskanzlei
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2800,11000,,,,looping,,sp_Reichskanzlei
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2800,11000,,,,looping,,sp_Reichskanzlei
tiger_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,sp_Reichskanzlei
tiger_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,sp_Reichskanzlei
tiger_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,sp_Reichskanzlei
tiger_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,sp_Reichskanzlei

tank_reload,,vehicles/tank_reload.wav,1.4,1.4,0.9,1.1,200,2000,,,,,,sp_Reichskanzlei
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