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[Crash] Custom movement sound for monster - SOLVED

Posted: Tue Apr 16, 2013 10:25 pm
by MakenMedium
Hi everyone. Again, I have encountered a problem I cannot solve, mainly because I don't see the reason.

I am currently working on my own monster model, and until it's finished I wanted to use a placeholder. For this sake, the new monster uses the skeleton_warrior files for now. Just now I wanted to set my gathered sounds to the model, starting with the moveSound.

Code: Select all

moveSound = "my_own_move_sound",
Of course, I also defined the sound in the sounds.lua and placed the wav-file in the correct folder.

Code: Select all

defineSound{
	name = "my_own_move_sound",
	filename = "mod_assets/sounds/my_own_move_sound.wav",
	loop = false,
	volume = 1.0,
}
Now, whenever I'm near the monster and should be able to hear the sound, the editor/game crashes. I can play the sound on scripted events or via console, though. Also, changing the sound back to "skeleton_walk" works, so it's no problem with the monster itself either.
(When I'm calling a function onMove to play the sound, it works. However, in this case I used playSound, which is heard everywhere. When using playSoundAt in the definition, I dunno how to tell it the level and position of the object, self.level, self.x and self.y didn't work.)

Anyone else got a problem with the moveSound? I tried different lengths and sampler rates, but nothing worked for me.

Problem signature
SpoilerShow
EventType : BEX P1 : grimrock.exe P2 : 0.0.0.0 P3 : 5115140b
P4 : grimrock.exe P5 : 0.0.0.0 P6 : 5115140b P7 : 00041c9e
P8 : c0000409 P9 : 00000000
manifest.txt
SpoilerShow
Server=watson.microsoft.com
UI LCID=1031
Flags=1672016
Brand=WINDOWS
TitleName=grimrock.exe
DigPidRegPath=HKLM\Software\Microsoft\Windows NT\CurrentVersion\DigitalProductId
ErrorText=Falls Sie gerade Daten bearbeitet haben, sind diese möglicherweise verloren gegangen.
Stage1URL=
Stage1URL=/StageOne/Generic/BEX/grimrock_exe/0_0_0_0/5115140b/grimrock_exe/0_0_0_0/5115140b/00041c9e/c0000409/00000000.htm
Stage2URL=
Stage2URL=/dw/GenericTwo.ASP?EventType=BEX&P1=grimrock.exe&P2=0.0.0.0&P3=5115140b&P4=grimrock.exe&P5=0.0.0.0&P6=5115140b&P7=00041c9e&P8=c0000409&P9=00000000
DataFiles=C:\DOKUME~1\Medium\LOKALE~1\Temp\WER891e.dir00\grimrock.exe.mdmp|C:\DOKUME~1\Medium\LOKALE~1\Temp\WER891e.dir00\appcompat.txt
Heap=C:\DOKUME~1\Medium\LOKALE~1\Temp\WER891e.dir00\grimrock.exe.hdmp
ErrorSubPath=Generic\BEX\grimrock.exe\0.0.0.0\5115140b\grimrock.exe\0.0.0.0\5115140b\00041c9e\c0000409\00000000
DirectoryDelete=C:\DOKUME~1\Medium\LOKALE~1\Temp\WER891e.dir00
appcompat.txt
SpoilerShow
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Re: [Crash] Custom movement sound for monster

Posted: Tue Apr 16, 2013 11:02 pm
by Komag
You're probably using a stereo sound, which will work with playSound and with scripts and console, but you need something that will work with playSoundAt, a mono sound, so that when it's the monster moving somewhere, you can hear where it's coming from, a certain location in the dungeon.

Re: [Crash] Custom movement sound for monster

Posted: Tue Apr 16, 2013 11:24 pm
by MakenMedium
I thought something along those lines, that's why I also tried mono sounds. Didn't change anything, unfortunately. And I didn't find a spec anywhere which sampler rate it could play.
But if you too say so, I guess I'll concentrate on the mono sounds for a bit.

...I guess it's just my bad luck from work, I'm causing every software to crash :D

Edit says: So far, the following formats caused a crash:
Mono, 16-bit, 22050Hz
Mono, 24-bit, 22050Hz
Mono, 32-bit, 22050Hz
Stereo, 16-bit, 22050Hz
Stereo, 24-bit, 22050Hz
Stereo, 32-bit, 22050Hz
Mono, 16-bit, 44100Hz
Mono, 24-bit, 44100Hz
Mono, 32-bit, 44100Hz
Stereo, 16-bit, 44100Hz
Stereo, 24-bit, 44100Hz
Stereo, 32-bit, 44100Hz

Re: [Crash] Custom movement sound for monster

Posted: Wed Apr 17, 2013 4:20 pm
by Sutekh
I noticed your sound definition doesn't have any distances in it, so maybe try adding these two lines and see if it helps?

minDistance = 1,
maxDistance = 10,

Re: [Crash] Custom movement sound for monster

Posted: Wed Apr 17, 2013 4:32 pm
by JohnWordsworth
I have used the following process to produce sound files that are definitely compatible with Grimrock using Audacity: http://grimwiki.net/wiki/Custom_Sound_Tutorial

It might be worth using this method to produce the wav files to be 100% certain that you are producing compatible sound files. Then if it still crashes, it means that problem almost definitely lies elsewhere...

Re: [Crash] Custom movement sound for monster

Posted: Wed Apr 17, 2013 8:21 pm
by MakenMedium
JohnWordsworth wrote:I have used the following process to produce sound files that are definitely compatible with Grimrock using Audacity: http://grimwiki.net/wiki/Custom_Sound_Tutorial

It might be worth using this method to produce the wav files to be 100% certain that you are producing compatible sound files. Then if it still crashes, it means that problem almost definitely lies elsewhere...
Thanks, but I always use Audacity ;)
I have tried the tutorial nonetheless, but still the crashes. Like stated above, the sounds work fine on pressure plates or the like, but not as monster sounds.
Sutekh wrote:I noticed your sound definition doesn't have any distances in it, so maybe try adding these two lines and see if it helps?

minDistance = 1,
maxDistance = 10,
Sounds reasonable, I will try that next.

Edit: Nope, didn't change it, either.

Second edit: I guess I have found my issue. I will try it now, and then solve the puzzle in here... In short, I am stupid.

Final edit: Yepp, I am stupid.

First off, my initial problem was using Stereo sounds. I fixed that before even posting, but it didn't work. For testing, I created a new testsound. So I now had two sounds, the original and the copy. My monster used the copy.

Code: Select all

defineSound{
   name = "my_own_move_sound_1",
   filename = "mod_assets/sounds/my_own_move_sound_1.wav",
   loop = false,
   volume = 1.0,
}

defineSound{
   name = "my_own_move_sound_2",
   filename = "mod_assets/sounds/my_own_move_sound_1.wav",
   loop = false,
   volume = 1.0,
}
There it is, I forgot the filename. I only changed the name of the new sound to the new testing file, but the file itself still pointed to my old stereo sound, which kept on killing my party quite efficiently >_>

Now... I guess I should dive right back into my dungeon. Until next we meet. Thanks for all the responses.