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Sound Issues

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Created 7 years ago
by worstgabena
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I'm making a puzzle map that plays a sound when you open a door. 2 out of 3 of the current triggers work perfectly, but the third trigger runs the second function, but doesn't play the sound. The sound files are all .wav's and set to 48000Hz. I've tried copying another sound file that should 100% work, but nothing seems to do it. Thanks in advance :)

GSC:
Code Snippet
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function enterPuzzleHintInit() {
puzzles = 3;
for (i = 1; i <= puzzles; i++) {
thread enterPuzzleHint(GetEnt("puzzle_entrance_" + i, "script_noteworthy"), i);
}
}

function enterPuzzleHint(puzzleEnterTrig, i) {
puzzleEnterTrig waittill ("trigger", player);
ent = Spawn("script_origin", (0,0,0));
IPrintLnBold("Playing Sound " + i);
ent PlaySound("puzzle_" + i + "_enter");
wait(1);
IPrintLnBold("Finished Playing Sound " + i);
ent Delete();
}
user_aliases:
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Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
test_sound,,,tst\test_sound.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_1_enter,,,zm_city\puzzle_enter\puzzle_1_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_2_enter,,,zm_city\puzzle_enter\puzzle_2_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_3_enter,,,zm_city\puzzle_enter\puzzle_3_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
115_song,,,zm_city\115_song.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

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if you change
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i = 1;
to
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i = 0;
i think it will work the third time
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Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
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he has puzzle_1_enter through puzzle_3_enter, so if you changes it to 0, he will have to add one in perens in the getent. He would actually have to change puzzles to 4, to get a 1, 2, 3. Right now its stopping when i becomes 3 because it isn't < puzzles.


On a side note, you don't have to keep spawning the origin in the same place. PlaySoundAtPosition(<aliasname>,<position>) can be used instead.
Last Edit: May 08, 2017, 10:24:01 pm by MakeCents
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No, that won't work, text appears on the screen as if the sound were playing telling me the sound should be playing, but no sound plays.
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I don't know how it would appear, but if it does, then it should play. I don't see anything else wrong. Try using a wav file that works for the one that isn't, and if it does, then you know your issue.

like this, where if 2 is working, when it says Playing Sound 3
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puzzle_3_enter,,,zm_city\puzzle_enter\puzzle_2_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Last Edit: May 08, 2017, 10:27:41 pm by MakeCents
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So i tested a whole bunch of things, and determined that the game isn't even checking the .csv and/or sound files, because when I switched the names of the puzzle_2 sound, and the sound of puzzle_3, and told the game to play puzzle_2 (formally puzzle_3), its played the original puzzle_2 sound. Any idea as to how to fix the compiler?
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Any errors?
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Here's the log that outputted, I know most of it is unrelated, but I didn't see anything about my sound files...

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E:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 1.845 sec

gdtDB: successfully updated database.

E:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/\bin\linker_modtools.exe -language english -modsource zm_city

Linking "zm_city" (usermaps\zm_city stable 2609615 v593):


"E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\sound\snd_convert.exe"  pc usermaps\zm_city usermaps\zm_city zone_source usermaps\zm_city all zm_city
ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_need_fuse_1.wav
ERROR: Object reference not set to an instance of an object.

ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_3_revive_down_4.wav
ERROR: Object reference not set to an instance of an object.

processing...

^1ERROR: 'can_small' is not a valid physpreset asset

  physpreset:can_small
    xmodel:p7_debris_trash_can_cola_01
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'paper_cup' is not a valid physpreset asset
  physpreset:paper_cup
    xmodel:p7_debris_trash_cup_coffee_01
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_debris_trash_snack_bag_02' is not a valid physpreset asset
  physpreset:p7_debris_trash_snack_bag_02
    xmodel:p7_debris_trash_snack_bag_02
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'wasp_physpreset' is not a valid physpreset asset

  physpreset:wasp_physpreset
    xmodel:veh_t7_drone_attack_gun_egypt
      col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'p7_debris_trash_snack_bag_06' is not a valid physpreset asset

  physpreset:p7_debris_trash_snack_bag_06
    xmodel:p7_debris_trash_snack_bag_06
      xmodel:p7_debris_trash_scattered_clump_02
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_cigarette_pack' is not a valid physpreset asset
  physpreset:p7_cigarette_pack
    xmodel:p7_cigarette_pack
      xmodel:p7_debris_trash_scattered_clump_02
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_debris_trash_snack_bag_03' is not a valid physpreset asset
  physpreset:p7_debris_trash_snack_bag_03
    xmodel:p7_debris_trash_scattered_clump_02
      col_map:maps/zm/zm_city.d3dbsp

^3GetFileAttributesEx(E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\model_export\wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN) failed: The system cannot find the file specified.


  xmodel:wardog_t7_perk_bottle_phd_world
    col_map:maps/zm/zm_city.d3dbsp

ERROR: Could not find xmodel file: wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN
^1Could not load mesh 'wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN' for xmodel 'wardog_t7_perk_bottle_phd_world'
  xmodel:wardog_t7_perk_bottle_phd_world
    col_map:maps/zm/zm_city.d3dbsp



"E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\sound\snd_convert.exe"  pc usermaps\zm_city usermaps\zm_city zone_source usermaps\zm_city all zm_city
ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_box_mg_1.wav
ERROR: Missing source checksum

^1ERROR: xmodel 'p6_zm_vending_electric_cherry_off' is missing

  xmodel:p6_zm_vending_electric_cherry_off
    csv:zone_source/zm_city.zone
^1ERROR: xmodel 'p6_zm_vending_electric_cherry_on' is missing
  xmodel:p6_zm_vending_electric_cherry_on
    csv:zone_source/zm_city.zone

^3Found 2 bad bulletmeshes, dumped to E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/usermaps\zm_city/zone_source/all/assetinfo/zm_city_bulletreport.csv file.

done: 1m28.21s

Linking "en_zm_city" (usermaps\zm_city stable 2609615 v593):
processing...
done: 0m5.95s

Double Post Merge: May 09, 2017, 01:49:22 am
Okay, I don't know wtf I did, but I fixed the sound... Thanks though :)
Last Edit: May 09, 2017, 01:49:22 am by worstgabena

 
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