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Stim/Response problem: frob/triggering not working [FIXED]


Bikerdude

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Afternoon

 

Im tryting to help Dragofer with a small audio problem, and the issue is the stim/response he has setup dosent appears to be working. I have never played with s/r before so now is as good a time as any to learn a little about it. I have attached some ss of an example setup/config -

 

post-496-0-87339300-1445864298_thumb.jpg post-496-0-44018500-1445864307_thumb.jpg

 

You Dragofer found the issue -

 

TDM can't play sounds if they have a sample rate of 48000 Hz, shown at the left of the soundtrack next to 'Stereo' in Audacity. They have to be converted to 44100 Hz by changing the project sample rate in the bottom left of the screen before exporting.

 

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You might wanna check U1:genesis. I did 2 grammos there, which are frobable, and worked.

 

1) is located in main bedroom, upper floor.

2) is located in the steamworks operator room in the basement.

 

I don't remeber the setup, maybe the grammos were translating buttons that moved undetectable amount of units when used?

Clipper

-The mapper's best friend.

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Thanks for helping out Bikerdude

 

The setup works with other soundshaders, but if the speaker uses one of those 3 defect custom ambients nothing happens when it's triggered. Inside DR they play properly. I can't rule out other causes, but my guess would be that there's a property in the .original/ogg files that makes them unreadable by the game engine. Maybe someone else has come across this before? (I'm guessing plenty of Halloween contestants got some custom sounds for their missions recently)

Edited by Dragofer
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These 3 shaders don't work:

 

 

 

heavy_rain_exterior
{
editor_displayFolder river/ambience

looping
sound/ambience/heavy_rain_by_richard_godderick.ogg

}

heavy_rain_interior
{
editor_displayFolder river/ambience

looping
sound/ambience/heavy_rain_in_the_night_by_drzoom.ogg

}

wind_exterior
{
editor_displayFolder river/ambience

looping
sound/ambience/wind_at_door_howling_4_by_bosk1.ogg

}

 

 

 

 

This shader for example does work:

 

 

wind_interior
{
editor_displayFolder river/ambience

looping
sound/ambience/wind_and_door_by_qubodup.ogg

}

 

 

 

This is the sounds testmap including the originals:

https://www.dropbox.com/s/86azsj8x05f8y08/dragofer_sounds.zip?dl=0

 

Post your sound-shader definition please.

 

Worst case scenario? Use WAV files and have a huge mission download?

 

I've swapped .ogg for .wav in the shader and moved the original .wav's into the ambients folder but that doesn't work either.

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Hmm, maybe there's a filename size limit?

 

Try changing:

 

sound/ambience/heavy_rain_by_richard_godderick.ogg

 

to

 

sound/ambience/heavy_rain_by_r_godderick.ogg

 

(and rename the corresponding file)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Found the solution:

 

TDM can't play sounds if they have a sample rate of 48000 Hz, shown at the left of the soundtrack next to 'Stereo' in Audacity. They have to be converted to 44100 Hz by changing the project sample rate in the bottom left of the screen before exporting.

 

All the sounds work now, thanks for your help

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