Zoro on 1/8/2016 at 17:42
Greetings,
Recently I tried to add a new creatures type, but the tag didn't seem to register. So I thought if ENVSOUND has some tag limits? Before I'll get deeper into this problem, I want to ask -- is there any tags limits in ENVSOUND? How much tags it's able to support?
Thank you and sorry if this question was frequently asked, I honestly don't know.
Unna Oertdottir on 1/8/2016 at 18:19
I think it's 256 tags.
LarryG on 1/8/2016 at 18:25
255
It is a real pain. And you will lose sounds randomly if you exceed that.
ZylonBane on 2/8/2016 at 12:38
Nothing random about it. You will, with 100℅ probability, lose sounds.
I have to wonder if Zoro is using NewDark, because it straight up tells you when you've exceeded the limit (which is for all sounds, not just ENVSOUND), and what the limit is.
If you're at the limit and need to add something, your only option is to remove any AIs or devicetypes that aren't being used in the mission.
Yandros on 2/8/2016 at 12:42
By randomly I took Larry to mean you will lose random sounds, i.e. not any certain sounds in particular nor necessarily related to the new schemas you added which exceeded the limit.
ZylonBane on 2/8/2016 at 12:54
It's likely deterministic, just not in a way that we have direct access to. Presumably it's as simple as that anything beyond the 255 tag limit is ignored when you reload schemas.
Zoro on 2/8/2016 at 14:25
Thank you very much for the information! I better be cautious then. If that's the 255, then It's gonna be enough for a mission for sure.
LarryG on 2/8/2016 at 15:15
Quote Posted by Yandros
By randomly I took Larry to mean you will lose random sounds, i.e. not any certain sounds in particular nor necessarily related to the new schemas you added which exceeded the limit.
Got it in one. You don't lose just "... anything beyond the 255 tag limit ..."; the sounds you lose can be long standing ones, like a switch sound, which I lost when adding a wading through water sound. It may be deterministic as most computer related stuff is, but without the code to explain why one sound gets lost and not another, it appears to be totally random. So from the pov of a person experiencing the phenomenon, you lose sounds randomly.
RippedPhreak on 13/4/2021 at 22:25
Resurrecting this thread because I'm having a bit of a weird issue. The sound for the VicLightSwitch has totally disappeared.
It seems the "TurnOff" sound is the same as a regular button (B_PUSH.WAV), while the "TurnOn" sound is the same as the Ramirez Button (B_Rmz.wav). If I create a regular button and a Ramirez button in my mission, both of those sound normal. It's only the VicLightSwitch that is silent.
I did create one new SwitchType and two new voice types (Hammerites from Thief 1) in the ENVSOUND.SPC. However, when I reload_schemas, DromEd tells me I'm using 236 of 255 schema tags, so I shouldn't be running out of sounds right?
RippedPhreak on 13/4/2021 at 22:31
Never mind, I found the answer from Ycatx and hrothgar back in 2003. Have to add this to your MISCSFX.SCH file:
//VicLight On
schema LvVicLight_On
archetype DEVICE_SWITCH
volume -1000
delay 500
b_rmz
env_tag (Event StateChange) (DirectionState Reverse) (SwitchType BVicLight)
//VicLight Off
schema LvVicLight_off
archetype DEVICE_SWITCH
volume -1000
delay 500
b_push
env_tag (Event StateChange) (DirectionState Forward) (SwitchType BVicLight)