playSoundAt() error

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Huff
Posts: 18
Joined: Fri Jun 22, 2012 9:47 pm

playSoundAt() error

Post by Huff »

Hello! I'm having trouble getting the playSoundAt() function to work with one of my custom sound effects.

Code: Select all

defineSound
{
	name = "rock_fall",
	filename = "mod_assets/sounds/rock_fall.wav",
	loop = false,
	volume = .8,
	minDistance = 3,
	maxDistance = 10,
}
I get an error in the editor saying "Trying to play non-mono 3D sound: mod_assets/sounds/rock_fall.wav" I converted my sound file from stereo to mono in Audacity, but it's still returning this error after saving & reloading everything.

Is there something I'm missing?

Also, here's the script entity:

Code: Select all

function blockPassage()
	party:shakeCamera(.5, 2)
	playSoundAt("rock_fall", 1, 8, 27)
end

UPDATE: Nevermind! I crashed my editor which forced me to reload the editor itself and not just the level, which fixed it I guess.
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Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: playSoundAt() error

Post by Montis »

Yeah it's a bug that assets like sounds and textures (I think) don't get reloaded when simply reloading the map, you need to restart the editor.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
Lyverbe
Posts: 57
Joined: Thu May 17, 2012 1:31 pm

Re: playSoundAt() error

Post by Lyverbe »

I also get this error, but it depends on the sound. If I use "gate_open", it plays fine. If I use "item_drop", I get the error.
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Huff
Posts: 18
Joined: Fri Jun 22, 2012 9:47 pm

Re: playSoundAt() error

Post by Huff »

Lyverbe wrote:I also get this error, but it depends on the sound. If I use "gate_open", it plays fine. If I use "item_drop", I get the error.
This is likely because the "item_drop" sound is in stereo channel. Unfortunately, AH didn't release the sound assets for us due to legal reasons, so the only way you could mix it down to a mono channel is by recording the sound effect in-game.
Lyverbe
Posts: 57
Joined: Thu May 17, 2012 1:31 pm

Re: playSoundAt() error

Post by Lyverbe »

Huff wrote:This is likely because the "item_drop" sound is in stereo channel. Unfortunately, AH didn't release the sound assets for us due to legal reasons, so the only way you could mix it down to a mono channel is by recording the sound effect in-game.
Why list it in http://www.grimrock.net/modding/list-of ... ed-sounds/ if we can't use it then? In my dungeon, a key drops from the ceiling's opening to fall on the floor, so "item_drop" seemed relevant. I use "ice_shard" and it's not so bad.
Last edited by Lyverbe on Sun Sep 30, 2012 4:23 pm, edited 1 time in total.
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aaneton
Posts: 189
Joined: Fri Sep 21, 2012 1:53 pm

Re: playSoundAt() error

Post by aaneton »

Yeah, I haven't gotten playSoundAt to work either, so I'm just using plain playSound for everything in my mod :/
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: playSoundAt() error

Post by Komag »

playSoundAt() is working for me. Maybe only certain sounds are compatible with being location based like that.

I can make the player hear a teleport sound the next square over to the right:
playSoundAt("teleport", 1, 12, 18)
this example is on level 1, x-12, y-18
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Lyverbe
Posts: 57
Joined: Thu May 17, 2012 1:31 pm

Re: playSoundAt() error

Post by Lyverbe »

Komag wrote:playSoundAt() is working for me. Maybe only certain sounds are compatible with being location based like that.

I can make the player hear a teleport sound the next square over to the right:
playSoundAt("teleport", 1, 12, 18)
this example is on level 1, x-12, y-18
Try "item_drop" instead of "teleport" and you'll get the error. I do use playSountAt() in many places and they all work, indeed except for certain sounds.
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Komag
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Location: Boston, USA

Re: playSoundAt() error

Post by Komag »

maybe some brave soul could test each and every sound and compile a master list of compatible ones ;) 8-)
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trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: playSoundAt() error

Post by trancelistic »

Did any 1 manage to solve this in most cases yet?.

the playSound do work for me but playSoundAt still doesn't. I'm also getting the error thats its in stereo while its not.
Wich convertor did you guys use?

I've tried FL studio, Reason, ALbeton to save it as a mono 16 bit 128kps. Even tried leavo convertor. Any 1 can help me out here?
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