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playSoundAt() error

Posted: Tue Sep 25, 2012 12:23 am
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.

Re: playSoundAt() error

Posted: Tue Sep 25, 2012 9:46 am
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.

Re: playSoundAt() error

Posted: Sat Sep 29, 2012 3:55 pm
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.

Re: playSoundAt() error

Posted: Sat Sep 29, 2012 7:03 pm
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.

Re: playSoundAt() error

Posted: Sat Sep 29, 2012 10:36 pm
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.

Re: playSoundAt() error

Posted: Sat Sep 29, 2012 10:47 pm
by aaneton
Yeah, I haven't gotten playSoundAt to work either, so I'm just using plain playSound for everything in my mod :/

Re: playSoundAt() error

Posted: Tue Oct 09, 2012 8:02 pm
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

Re: playSoundAt() error

Posted: Tue Oct 09, 2012 11:52 pm
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.

Re: playSoundAt() error

Posted: Wed Oct 10, 2012 12:28 am
by Komag
maybe some brave soul could test each and every sound and compile a master list of compatible ones ;) 8-)

Re: playSoundAt() error

Posted: Fri Feb 06, 2015 11:11 am
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?