Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: STxB52002 on January 04, 2011, 03:45:36 PM
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Hello. The problem is that the sfx weapons sounds don't seem to work at all for the ship in question, whenever I use it in BC.
http://bridgecommander.filefront.com/file/Omega_Class_Destroyer;41199x#591004
At first I though the sfx files themselves didn't worked, so I tested them via Winamp, and they worked. Then I used Model Property Editor to see if the ship's hardpoint was made to use the sfx sounds, and it is. I reinstalled the whole ship; nothing changed. I even turned off both voice and music, leaving only the sounds GFX on at its highest volume, to test if any sounds played when I use the Omega's weapon, but there was only silence, minus the destruction of the target sfx.
My operating system isWindows XP Service Pack 3. I used the Omega ship on BC v1.1 with the KM 1.0, the 2010 update. This is the only ship that I've ever had this problem with. Can you guys please help me?
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Does the ship have sound plugins?
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Does the ship have sound plugins?
Forgive me, but I don't know where I could locate the sound plugins. Would they be located in the scripts/custom/autoload folder? That is one folder that the ship installer didn't place in my BC folder.
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Forgive me, but I don't know where I could locate the sound plugins. Would they be located in the scripts/custom/autoload folder? That is one folder that the ship installer didn't place in my BC folder.
That is indeed where they should be. From this I'd say that the ship does not have a sound plugin. You can create one using BCUT. Are you familiar with the process?
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I have BCUT, but this is the first time I used the Sound Plugin Creator. I was able to get the EA_Torp1 sound to work, but not the phaser and pulse sounds, even though I made a sound plugin for each one. I followed the BCUT manuel to the letter, but I still can't get the phaser and pulse sounds to work in the game. Could the sound files be corrupt somehow?
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Which the reason why I asked if you were familiar with the process. Unfortunately you need to input correct data into the sound plugin.
Let's say I've got a sound file called "sound.mp3" located in the sfx folder. In the torpedo projectile file I've got
def GetLaunchSound():
return("soundId")
Simply creating the sound plugin using BCUT will not work since BCUT can't possibly know what it specified sound Id for the projectile in the projectile file (Sound Name in BCUT).
So you need to open projectile files and look for the launch sound and use that as the sound name in BCUT for projectile sounds (Other sounds) and for phaser sounds you also need to do the same thing.
HP sound Id should be something like pointed out below. BCUT uses a sound filename as the Id since it makes sure that it will be unique.
SetFireSound("Some Phaser")
Sound Name is actually a unique ID by which the game knows what to look for and where to find.
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No luck. I still can't get the phaser and pulse sounds to work. I check all the files associated with the Omega in the projectiles folder. I used the lauch sound for the sound name in BCUT for each weapon. I still can only get the fusion missle sound to work. I think the phaser and pulse sound files are corrupted. How can I check if it's the files are corrupted? The sound files worked fine when I tested them with Winamp and Windows Media Player.
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Post the torpedo files here and the HP and the sound plugins you created.
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Here they are. The OCD_Pulse sound plugin is posted below because the forum wouldn't allow me to attach any more files:
##### Created by:
##### Bridge Commander Universal Tool
import App
import Foundation
Foundation.SoundDef("sfx/Weapons/OCD_Pulse.wav", "OCD_Pulse", 1)
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Set
SetFireSound("OCD_Pulse")
to
SetFireSound("null")
And attempt to re-encode the files just incase.
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Sorry for the late reply.
I tried your last suggestion, but the pulse sounds still didn't work. However, the problem has been solved. Just today, I checked the sound files themeselves in depth. I found that the phaser and pulse wav files were in stereo format, not mono. So I used Audacity (a free audio editing software) to convert those files to mono. Then i recreated the sound plugins using the mono wav files. Now the Omega's weapon sounds work perfectly.
Thank you, USS Sovereign, for helping me with this problem. I wouldn't have thought of creating sound plugins for this ship. :thumbsup:
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Since I've this ship in my install:
Copy http://defiant.homedns.org/~erik/STBC/misc/b5.py to scripts/Custom/Autoload.