View Full Version : Import Sounds
frikos
19th May 2005, 01:47
hi there,
i didn't post this into the coding section because this is maybe game specific.
so i want to import sounds into my .u-file
everywhere it is said, that it's like importing textures just with "audio"
so this would be right:
#exec AUDIO IMPORT FILE="sounds\mysound1.WAV" NAME="MySound1" GROUP="sounds"
but the damn compiler does not import the sound(s)....
he just ignores them, i don't even get an error or something like this
i tried it then with
#exec SOUND Import... and so on, and so on
but still no reaction :/
even no error if the sounds aren't in the right folder :tired:
so any suggestions why it does not import the sounds?
maybe the *.wav files need to have special requirements, like bitmaps have to be saved in a 8bit-version
but then it would give at least an error :(
thx in advance...
ouchies
19th May 2005, 06:08
I never even knew u can insert audio into a .u... Are you sure u can?
frikos
19th May 2005, 11:37
i read it on several uscript-pages, but i don't know if it's possible for rvs
for ut203/2004 it's working...
so maybe drew or any of the ram guys have a clue?! :/
//edit:
#exec NEW Sound FILE=sounds\myon.WAV NAME=Myon
with that i get at least an error that he cant file the file, but this is normally a command of the unrealed, and not a uscript exec-command :paranoid:
GLoGG
19th May 2005, 14:03
i read it on several uscript-pages, but i don't know if it's possible for rvs
for ut203/2004 it's working...
so maybe drew or any of the ram guys have a clue?! :/
//edit:
#exec NEW Sound FILE=sounds\myon.WAV NAME=Myon
with that i get at least an error that he cant file the file, but this is normally a command of the unrealed, and not a uscript exec-command :paranoid:
ut2k4 has same engine as rvs....so it should be possible yes...don't know for sure though maybe if u try to compile... ^^ post it if it works.
frikos
19th May 2005, 14:21
maybe if u try to compile... ^^ post it if it works
why do you think i posted this?! because it does not work, and i know it has a similar engine
Imported sounds must be no higher quality than 22,050 Hz, 16 bit mono, and must be uncompressed PCM WAV that's what stands as for the requirements at unrealwiki
i respected that but still noway of getting them imported :speechles
DotProduct
19th May 2005, 14:32
yeh... ur sounds have to be .wav or it wont import also... if u put it in ur bot there is a possiblity that the sound will lag.... or it probably wont even load... so i suggest loading it from a .utx.
frikos
19th May 2005, 18:08
k thx for the hint
he wouldn't compile with my own .uax-file because it was created with a "newer version" of what ever... i'll try it tomorrow.
but it worked with the sound of an original uax-file :)
superdupe
20th May 2005, 15:08
i've tried to make my own uax with the same version in which i compile and my game will simply not load up even tho i meet all the specs
Imported sounds must be no higher quality than 22,050 Hz, 16 bit mono, and must be uncompressed ...
if someone gets this to work, let us know...
holla
frikos
31st May 2005, 22:28
so anyone has any advancemnts?
is don't ****ing know why that damn "Me.Playsound" (playsound in the actor-class)
just works i singleplayer, in MP i dont hear ay sound then, even if it is a "native final function"
RuffianSoldier
8th July 2005, 06:22
sorry to bump a dead thread but im trying to import a small sound into my bot....
it just totally ignores the fact that i have a '#Exec Audio Import' thing .....
frikos
8th July 2005, 11:13
i had the same problem with exec Audio...
then i tried it with (example)
#exec OBJ LOAD FILE="sounds\yourfile.uax
+
var sound yoursound;
and in the defaults
yoursound=Sound'yourfile.thesound';
i tried that, but never had success to create a working uax-file, dont know why
it works with existing uax-files
but with:
Me.Playsound(yoursound);
it just plays the sound in SP and MP coop, but ot i MP adversial :mad:
maybe you could work on this again and tell us your results
Damage Inc.
8th July 2005, 15:13
hmm have u tryed R6Pawn(Me).PlaySound( Your Sound ); ?
from what i remember that worked in mp..
RuffianSoldier
9th July 2005, 12:01
lol frikos... your post is a bit confusing...
please explain a bit better -
Damage Inc.
10th July 2005, 00:14
Google Search: Unrealscript Audio Import (http://www.google.com/search?hl=en&hs=qRg&client=firefox-a&rls=org.mozilla:en-US:official_s&q=unrealscript+audio+import&spell=1)
personally i never imported sounds like that..
var Sound Select;
R6Pawn(Me).PlaySound(Select);
defaultproperties
{
Select=Sound'SFX_Menus.Play_Rose_Select';
}
now if ur loading ur .u file from somewhere else on ur computer like a fake system
folder then go to the directory before it and make a "Sounds" folder and add in the
package for the sound eg. SFX_Menus
RuffianSoldier
10th July 2005, 00:57
UAX are sound packages that contain one or more sound effects. UAX packages contain related WAV files. You can import WAV files into a UAX file from UnrealEd.
Found that on a website :D
but UnrealEd in my RvS folder is only for map making?
frikos
11th July 2005, 15:48
i first tried it with r6pawn, but it still didnt work in mp
but then i took another uax file...
at first i used the Voices_1rstPersonRainbow.uax
but now i tried the Bullet_Impacts.uax
and now, it seems to work in MP... don't know why it's dependet from the uax file you choose :sleep:
RuffianSoldier
12th July 2005, 22:58
maybe its because of the fact taht some UAX's are for MP and soem only for SP?
Im not saying this is true...
dtp' you know hte answer?
frikos
12th July 2005, 23:04
maybe its because of the fact taht some UAX's are for MP and soem only for SP?
i thought that too
but they just didnt work in the adversial mode...
in the MP Coop it worked, so they would just work for terrohunts for example
but i cant really imagine that, because with the OBJ LOAD FILE
you would load the uax file, wether its adversial or coop :cross-eye
frikos
9th September 2005, 20:11
i'm pushing my old thread... i wanted to know if anyone had any advancements in creating his own uax-files?? :eek:
how to import the files is not the problem, but creating them.
what i specially want to do is a warning sound, which alerts you if your too close to a nade...
i usually made this through a special nade-skin, but without a ss-protection it's pretty useless because i don't want to loose this key :P
RuffianSoldier
9th September 2005, 20:20
ya, i thought it would be neet to make a "Sonic Warning" system.
Come on dtp' i know you know :)
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