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No music in toolset, FMOD Musicplayer and Eventplayers give error msgs....


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#1
fkirenicus

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I have a problem with sound. I can't hear anything in the toolset.

I moved my database from the default location (because I'm running XP sp3 with a system drive C:\\ that is considerably smaller than the "my documents/games" drive at D:\\)

When I start the toolset all appears to be in order (well, that is database-wise), but no matter what I do I can't hear sounds - neither music nor ambient or creature sounds.

The FMOD eventplayer and musicplayers under ...\\tools\\ give error messages; musicplayer complains about "couldn't find header file '", whereas eventplayer when I try to open the DA audio folders (music.fev) says "error (80): The version number of this file format is not supported".

So I've downloaded a new version of FMOD, but is it necessary? And if so, should I install it where itself suggests, or should I install it under the toolset folder?

Or am I completely barking up the wrong tree here? :D

Modifié par fkirenicus, 08 mai 2010 - 09:57 .


#2
fkirenicus

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To put it another way: Does the toolset require FMOD software to play music or sounds at all, or should I assume that my toolset and my soundcard/drivers don't get along too well?

The Toolset log states

Sat May 08 14:22:00 2010, ERROR, ".\\AreaEditorObject.cpp", 673, "ERROR: Init sound: <main> failed."

#3
fkirenicus

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Am I to believe no one here knows whether sounds should be audible in the toolset or not??

Come on... :-)

#4
QuickQuipt

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Well, all I can say is mine worked out of the box. There were some quirks, but they didn't have to do with configuration. Make sure the sound event loops so it's always making sound. If it's a 3D sound make sure you zoom to within range - the toolset takes range into consideration.



I'd guess the game and the toolset use FMOD as middleware so you don't need FMOD Designer to hear sound. As such, it shouldn't matter where you install FMOD Designer as long as you point Designer's output to somewhere in the game's file structure. But that's just a guess.



Best of luck!

#5
fkirenicus

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Finally an answer, thank you! :-)

Well, I have extended experience with both the NWN1 and NWN2 toolset, maybe I expect the DA toolset too much to behave in the same manner... But if I create an area, I can add music to it, more or less the exactly same way as I do in the NWNx toolsets. But unlike those, I can't hear the music after I have assigned a track to be played in the area. Am I doing this wrong - should I add music tracks as area objects instead (it seems I can do it that way too, not that I have been successful with that either...)?

Actually I found that at least some sounds can be heard (Branka dying one of them) if I place it, so at least SOME sounds can be heard... Will continue to investigate this, but any insights would be most appreciated.

Some system specs:
Intel 2 GHz, 4 GB RAM (3 recognized by 32 bit OS), Win XP SP3
Nivida 8600M GT, 512 RAM (yeah, I have a laptop), driver version 177.24 (IIRC)
Realtek Real Audio HD (have recently updated this, not that it helped)

Modifié par fkirenicus, 11 mai 2010 - 07:28 .