rujuro on 15/4/2005 at 15:52
Has anyone successfully implemented one? I searched the forum and couldn't find any definitive answers.
I was able to make a new one in the editor, and hear it play just fine in the schema browser, but when I put in in the game I get nothing, both when I put it on an ambient sound actor and when I make it a streaming sound in the zone properties. I can replace it with an original schema and it works fine both places.
Any ideas? I really need help with this. I remember someone else was able to get them working on the ambient sound actor. Is ther a specific type of .wav that has to be used? Some special codec?
rujuro on 16/4/2005 at 17:30
OK, I found a perl script that looks like it compiles the schema metafiles! compileschemas.pl, found it in C:\Program Files\Thief3(the editor install)\Utility\misc_perl. Hopefully this would allow us to hear custom sounds as streaming sounds (or get them to work period, as I am having no luck).
However I am completely ignorant of perl script, how do I run it? Do I need to download somthing? Some command line thing?
Please Help.
SneaksieDave on 16/4/2005 at 17:53
I might not be understanding the issue. The sound schemas (.SCH) are just plain text. I thought we could make them by hand? In fact, I thought New Horizon had already done so for Minimalist? Maybe I'm wrong.
rujuro on 16/4/2005 at 18:31
This is true, but it seems (from my experimentation), that the game will only load sounds from the scema metafile, which seems to hold the schemas and all associated sound files.
When I try and run my custom sound schema (whch plays back fine in the schema browser) in the game (T3MainRelease.exe using send to Xbox), it produces no sound, but any of the original schemas works fine.
For this reason I think we need to build a new metafile (which should introduce all sorts of headaches, since these are way too big to be distributed, and might need to be recompiled by each player when they download custom sound schemas).
If someone has had success with custom sound schemas without doing this, I'd love to hear it.
SneaksieDave on 16/4/2005 at 18:57
Crap. Well, if that is true, then while it may be a less-than-optimal solution, you could instead take the route of replacing the actual named sound files associated with an existing schema. We know that works for sure, at least.
But yes, if anyone knows, please speak up. Harwin, are you still around? This and the distribution of custom scripts are both of pretty high importance.
rujuro on 16/4/2005 at 19:00
With some digging I managed to figure out how perl scripts are run, but I'm running into a fairly ridiculous problem. I can't get the program to understand the directory I am specifying. I keep getting the error "[x] is not a valid directory! run with --help for usage info". Anyone have any idea the syntax for specifying a directory in a perl script?
rujuro on 16/4/2005 at 19:25
Success! I needed to make the directory a string, and that did it. I was able to build all new schema metafiles, although since I don's have a number of the original .wav files, they are much smaller and most older sounds are broken. I think that could be fixed by making sure you had all the original waves by unpacking them using sound drone?
The wav that came with the editor, those schemas seem to work. I'm still having trouble with my custom schema, so that may be another problem. Anyone know if a specific type of .wav is necessary?
New Horizon on 16/4/2005 at 19:44
Quote Posted by rujuro
Success! I needed to make the directory a string, and that did it. I was able to build all new schema metafiles, although since I don's have a number of the original .wav files, they are much smaller and most older sounds are broken. I think that could be fixed by making sure you had all the original waves by unpacking them using sound drone?
The wav that came with the editor, those schemas seem to work. I'm still having trouble with my custom schema, so that may be another problem. Anyone know if a specific type of .wav is necessary?
I've had to ensure they are in PCM format in order to work properly. That should do it.
Can you post a tutorial on how you managed to do all of this in the Wiki? If we can create new schema metafiles then there stands the chance that we can get footsteps back while crouching.
rujuro on 16/4/2005 at 20:06
Sure, but a warning, the schema metafiles are going to be huge. Also, were you able to just replace .wav files, and the new ones play in the editor executable?
rujuro on 16/4/2005 at 20:14
OK, PCM format did it, I got a new schema working in the game, with a custom wav. I really don't know how we could possibly distribute this though, it's going to mean that downloading a mission would be the full 500MEG schema metafile download. Youch! I will experiment further, hopefully rebuilding the metafile isn't the only way to do this...
UPDATE:
I am stupid. It was the sound format that was the primary problem. I could create a new schema and it worked as long as the .wav file was the right type. HOWEVER, it seems that for the sound to work as a streaming ambient in the zone properties, it needs to be in the metafile.