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t3h m00kz
December 24th, 2007, 02:39 AM
Okay so I'm creating a custom Timberland UI with the original intro monks and a custom song; Unforgotten from the Halo 2 soundtrack.

I've copied both the .scenario and the .scenario_BPS from the actual level using HEK Plus.

I've added a music track to my ui.Structure_BPS's backround sound pallete.

baeleted imagery

I've got Unforgotten.sound classed as a music track, and I've done my best to get it to play properly. I've given each premutation an ascending "next premutation index," the final one ending with -1, OGG compression, actual premutation count of 1.

When I start my UI, one of two things happens... I've messed with things, and half the time it'll play the first premutation of Unforgotten and repeat that single premutation.

In this case that I'm listing above, the monks do not play. The UI skips straight to the first premutation of Unforgotten. Before the first premutation can even finish, I get a "Gathering Exception Data."

I've spent weeks trying to figure out what to do, and I'm clueless to this day.

If you need me to I can upload the .sound and .sound_looping tags if you need more information.

Sorry if it's much of a hassle, but all the tutorial links are dead. :(

p0lar_bear
December 24th, 2007, 04:04 AM
You can't make a custom sound_looping for title music. It's hardcoded; you have to edit title1.sound_looping.

EDIT: UI maps are VERY, VERY limited in what can actually happen on them. For instance, 3D models do not animate; only shader animations show. Adding a background sound could be what's causing the exception.

Also, I hate to nag, but your terminology mix-ups are bugging me, and I'd rather you got them right as early as possible, so bad habits don't form:

It's "BSP." Binary Structure Plane.
It's "permutation," not "premutation."

EDIT2: Also, why are you manually splitting your sound file?

Take your source wave. If it's music, save it as a 44khz Stereo PCM WAV.
Compile it once as OGG.
Open the sound tag; check the "split long sound into permutations" flag on the top of the tag.
Close the tag, and recompile the sound. It will auto-magically split the sound.

t3h m00kz
December 24th, 2007, 04:50 AM
You can't make a custom sound_looping for title music. It's hardcoded; you have to edit title1.sound_looping.

EDIT: UI maps are VERY, VERY limited in what can actually happen on them. For instance, 3D models do not animate; only shader animations show. Adding a background sound could be what's causing the exception.

Also, I hate to nag, but your terminology mix-ups are bugging me, and I'd rather you got them right as early as possible, so bad habits don't form:

It's "BSP." Binary Structure Plane.
It's "permutation," not "premutation."

EDIT2: Also, why are you manually splitting your sound file?

Take your source wave. If it's music, save it as a 44khz Stereo PCM WAV.
Compile it once as OGG.
Open the sound tag; check the "split long sound into permutations" flag on the top of the tag.
Close the tag, and recompile the sound. It will auto-magically split the sound.

Yeah sorry about the whole misspellings and stuff, I've only been at this stuff for a month or so, so... yeah ;o MY BAD

As for the sounds, I used {TLS}Udie's Sound Converter, I hear it manually splitted sounds, and I didn't realize that could be fucking it up. ;p I'll try using tool to convert it manually.

Also, when you say it will auto-magically split the sound, does this mean if I have multiple songs in one .wav file, like the original loop.sound, it will split them automatically when I recompile?

p0lar_bear
December 24th, 2007, 04:54 AM
{TLS}Udie's Sound Converter
:gonk:


Also, when you say it will auto-magically split the sound, does this mean if I have multiple songs in one .wav file, like the original loop.sound, it will split them automatically?
No. Each sound has to be a seperate file.

I was saying it will auto-magically cut up the long pieces of music into little bite-size morsels that the engine can digest better, and sequence the permutations correctly.

Think of sound files as hot dogs. If you try to take a footlong and try to cram it down your throat, you will most likely choke on it. So what you do is seperate the footlong dog into sections that will go down easy. In this case, you have a machine that slices the dog for you; you use it, and then pop the pieces into your mouth in order.

t3h m00kz
December 24th, 2007, 05:17 AM
No. Each sound has to be a seperate file.

I was saying it will auto-magically cut up the long pieces of music into little bite-size morsels that the engine can digest better, and sequence the permutations correctly.

Think of sound files as hot dogs. If you try to take a footlong and try to cram it down your throat, you will most likely choke on it. So what you do is seperate the footlong dog into sections that will go down easy. In this case, you have a machine that slices the dog for you; you use it, and then pop the pieces into your mouth in order.

Thank you so much. I've managed to fix the glitch with the song not playing completely through...

But before we're done, just one more question, I promise!

If the case is that I need seperate files for different songs, how would I go about putting multiple songs in? There's only one slot for a "loop" under tracks... Or is it not possible to do that because of how hardcoded the engine is? I tried adding multiple tracks and it didn't work the time I tried it; it just played the sounds over each other, sounded really ugly.

(Thanks for your patience by the way, I do appreciate it. >D)

p0lar_bear
December 24th, 2007, 10:12 AM
Instead of saving a singular sound file and compiling that, put multiple sound files into a folder and compile the folder.

I.E. instead of saving song.wav to data\sound\music\ and compiling data\sound\music\song, create a folder in data\sound\music called song, save song1.wav, song2.wav, and song3.wav into the new folder, and compile data\sound\music\song.

t3h m00kz
December 24th, 2007, 08:24 PM
Instead of saving a singular sound file and compiling that, put multiple sound files into a folder and compile the folder.

I.E. instead of saving song.wav to data\sound\music\ and compiling data\sound\music\song, create a folder in data\sound\music called song, save song1.wav, song2.wav, and song3.wav into the new folder, and compile data\sound\music\song.

Awesome! I'll try that! Thanks again, Polar. I'd +rep you if I could. ;)