Bridge Commander Central

BC Forums => BC Technical Support => Topic started by: Billz on November 18, 2007, 07:31:55 PM

Title: Aeh'lla Torpedo Problem
Post by: Billz on November 18, 2007, 07:31:55 PM
Is the sound for the torpedo not working for anyone else? Or is it just me?
Title: Re: Aeh'lla Torpedo Problem
Post by: moed on November 18, 2007, 11:38:00 PM
I haven't downloaded it yet but whenever I have a sound problem I just go to the HP and replace the "missing" sound with another sound that I know works and is satisfying to me that sounds appropriate to the type of weapon/ship.
Title: Re: Aeh'lla Torpedo Problem
Post by: Adonis on November 19, 2007, 06:25:41 AM
OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
Title: Re: Aeh'lla Torpedo Problem
Post by: MLeo on November 19, 2007, 12:44:26 PM
OK, my bad again. Go to Custom/Autoload and find a file called ZZ_Aehlla.py and rename it to ZZ_Aehlla_SoundPak.py
The naming of the file shouldn't matter.
I currently don't see anything wrong with it.
Title: Re: Aeh'lla Torpedo Problem
Post by: Billz on November 19, 2007, 09:12:35 PM
Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.

Confused much.

 :?
Title: Re: Aeh'lla Torpedo Problem
Post by: Adonis on November 20, 2007, 07:42:59 AM
Agreed. It shouldn't matter. And yet, the torpedo sound remains silent. I made sure the wav was installed along with the rest of the pack.

Confused much.

 :?

I must stress that it works for me perfectly on both rigs. I'm confused too...

EDIT: Tryed by changing the torp sound to streamed plasma in the torp script?
Title: Re: Aeh'lla Torpedo Problem
Post by: Nighthawk on November 20, 2007, 02:35:22 PM
to put it basically, the file in \Autoload is what links the sound file with the torpedo file.
it goes from the file, to the "alias" (sound pack file), to the projectile to the hardpoint.

so, if you name you sound "aehlla_torp.wav", then you say in the autoload file

Foundation.SoundDef("sfx/Weapons/aehlla_torp.wav", "AehllaTorp", 1.0)

then in the hardpoint you call Tactical.Projectiles.AdonisTorpedo (for example) and then in the torpedo file you call "AehllaTorp", not "aehlla_torp". you call the "alias" of the file.

if you're sure everything is linked propperly, then the sound file is corrupt. but first be sure you don't have a typo around there.
Title: Re: Aeh'lla Torpedo Problem
Post by: El on November 20, 2007, 05:14:59 PM
Its also case sensitive!