Problem with Playsound

Post » Sun Oct 25, 2009 1:41 pm

I had this exact same problem in my last mod, but it was so long ago I cant remember how I solved it. I know you have to create a file for your sound effect in the GECK, which ive done. I have selected the path for my new sound effect - but when I click play (inside the GECK) to test if its working, I get nothing. It wont play in game either, so obviously something has gone very wrong.

Any ideas?
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Colton Idonthavealastna
 
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Post » Sat Oct 24, 2009 10:40 pm

Having the same issue.. It seems some .wav's play like the ones that come with the game, but sounds that worked for FO3 no longer do. *baffled* Anyone?

Tried .OGG's and .WAV's to no avail. *pulls out hair*
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Lynette Wilson
 
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Post » Sun Oct 25, 2009 1:18 am

*bump*

Sorry, but no answers yet and FOOK's Nightvision needs the nifty sound it has for FO3
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zoe
 
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Post » Sun Oct 25, 2009 12:46 pm

Look in audacity at the stats for the sound files that work, I think the ones for fallout 3 had to be 16 bit PCM, wave for sound effect, ogg or wave for voice. They had to be ~41000hz. See what they are for NV, and then copy that with your files and see if they work.
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Lil'.KiiDD
 
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Post » Sat Oct 24, 2009 11:12 pm

Thanks. Tried audacity and set the sound up like the working ones are as far as I could see (Mono 32,000Hz 32 Bit float .WAV). Still, the GECK/Game won't play it. I must be missing something.

Has anyone successfully gotten a new sound in? There's bound to be a detail somewhere in the mix I'm overlooking.

*digs the sig*
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Ana Torrecilla Cabeza
 
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Post » Sun Oct 25, 2009 1:44 am

I've been having a heck of a time trying to get a custom sound effect to work. Now I'm not even sure which ineptitude is causing me trouble, my lack of experience with the GECK or Audacity. =/ I've got a sound effect and have done the following:

.wav file - Check
~41000hz - Check
Mono since it's a weapon sound (was suggested to me in the other thread I started) - Check
16-bit - Can't figure out how to get the file from 32-bit float to 16-bit in Audacity. =/
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Tamara Dost
 
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Post » Sun Oct 25, 2009 3:10 am

16 -> 32 bit: To the left of the waveform, click the downward pointed arrow and select "set sample format". I tried a bunch of variants and none worked. :( It seems many of the ones that do which ship with the game are different sample/format rates, but no variation would play for me in the GECK/game.
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Paula Rose
 
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Post » Sun Oct 25, 2009 11:20 am

Yeah, I tried that, but when I loaded it again later it was right back to 32-bit. =/
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steve brewin
 
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Post » Sun Oct 25, 2009 9:03 am

Yeah, I tried that, but when I loaded it again later it was right back to 32-bit. =/
Carp! Hopefully someone know or can figure this out. Usually answers to these sorts of thing are more forthcoming after some experimenting, but I'm stumped.
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Sarah Evason
 
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Post » Sun Oct 25, 2009 4:08 am

Heh totally forgot about this thread, I fixed my problem not long after making it.

Directory structure is the key, unless the .wav is placed in a certain layer it will not play, no matter what you do. Bugger me if I can remember now though, im not at my computer so no GECK / fallout to check...

But yeah, go into the geck and check any in game sound effect, look at the location of the .wav. It will be something like /data/sound/fx <-- if you place any wav into fx, it will then be useable by sound objects. You can make a subfolder here, e.g. I use chimp to keep all of my sounds together, they will still work. If you go up a level though, you get nothing, .wavs will not play anymore.

Hope that helps.
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Rebecca Clare Smith
 
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Post » Sun Oct 25, 2009 12:44 pm

Heh totally forgot about this thread, I fixed my problem not long after making it.

Directory structure is the key, unless the .wav is placed in a certain layer it will not play, no matter what you do. Bugger me if I can remember now though, im not at my computer so no GECK / fallout to check...

But yeah, go into the geck and check any in game sound effect, look at the location of the .wav. It will be something like /data/sound/fx <-- if you place any wav into fx, it will then be useable by sound objects. You can make a subfolder here, e.g. I use chimp to keep all of my sounds together, they will still work. If you go up a level though, you get nothing, .wavs will not play anymore.

Hope that helps.
Awesome! Thanks for that, wilm0chimp. :) I'll give it a whirl. FOOK planned on placing all of its new assets in FOOK subdirectories to keep things organized, but that sort of operation isn't a success if it kills the patient (sound won't play).

*gets to tinkering*

Ha! I thought for a second moving it wasn't working, then realized my speakers were turned off. It works! Thanks again! :)
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Channing
 
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