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Old 08-09-2006, 08:10 AM   #1 (permalink)
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Default Adding custom sounds.

Alright, well I got alot of the ugly buisiness out of the way concerning graphics (still have to create an animation for the gun, god damn thats gonna suck) but now I have a sound issue.

I added my sound to the sound.mul using MULPatcher, but it doesnt play in game, I assume I need to do something with sound.def.

What do I do? I see " 1426 {-1} 0 " and I'm not sure what it's asking me.

This is for my Ghetto UO project, and I need to add firing sounds, and like I've said I got the weapons gump in, the weapons tile, fixed the max attack speed on weapons from 5 ticks to 1 tick, need the animations now, and need to fix the sound.
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Old 08-09-2006, 08:23 AM   #2 (permalink)
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Already tried to remove the line completly?
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Old 08-09-2006, 08:41 AM   #3 (permalink)
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Um, thats an example line.

My sound is on 3850 and its a weapon sound.

But UO will not play 3850 even if I type [sound 3850

The format is 16-Bit 11025 Stereo PCM which is what all the others are.
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Old 08-09-2006, 09:50 AM   #4 (permalink)
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First of all: It's totaly possible, that the client doesn't use sound with such high numbers. The last slot used here is 0x5CF. There are more than one seemingly "random" restrictions in the client when it comes to IDs. Of course, this is just an idea, but try to patch the sound in a lower ID.

I don't have any idea, what the sound.def really does. In does not seem to redirect sound-IDs and changing the number in the brackets doesn't seem to change anything with the sound. Strange file.
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Old 08-09-2006, 10:12 AM   #5 (permalink)
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Well that didnt seem to work either... 1488 / 0x5D0 retains the same result / lack there of.

Quite annoying...
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Old 08-09-2006, 10:26 AM   #6 (permalink)
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There's one free slot at 0x358 - if you patch there, it seems to work. Strange. Perhaps the client just checks until 0x5CF?
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Old 08-09-2006, 10:45 AM   #7 (permalink)
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Ill try putting one on 0x5CF and the next one after it, we'll see if it just ignores everything past the next slot it cant "read" from.
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Old 08-09-2006, 10:49 AM   #8 (permalink)
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Can't be that... I just checked (Running AOS) and my sound file 1488 (I tried a moment ago) is next in line, but will not play.

Take note that the files in MULPatcher have actual names, where as I check to see what mine are called, and they're simple decimal. What's up with that? Missing something here...

Last edited by Calimaw; 08-09-2006 at 10:54 AM.
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Old 08-09-2006, 11:04 AM   #9 (permalink)
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Nope, that's not it.

I tried to patch a sound (which I saved from 0x5CF before) into 0x358. It doesn't show a name, just a number, but it plays fine (exactly the same as 0x5CF, of course).
Patching it into 0x5D0 doesn't work, though, so I suppose the problem is, that the client doesn't read beyong 0x5CF.
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Old 08-09-2006, 11:15 AM   #10 (permalink)
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Then... I must ask the question, are you using AOS?

Because I am using AOS, and it does seem 0x5CF is the last one on their, but then what about the new sounds in Samurai Empires???

Edit: NM they are in there.

This can't be it! I refuse to accept that it just simpley doesnt read beyond 0x5CF

That number doesnt have any special interest for it to be stopped at (correct me if I'm wrong, but I mean... Why stop there? Is there some reason not to go into 5D0?)

Last edited by Calimaw; 08-09-2006 at 11:18 AM.
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Old 08-09-2006, 12:06 PM   #11 (permalink)
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"Why stop there?" Don't know. It's (or "It was") OSI. Their client was never meant to be customized. I can just guess that the client doesn't read beyond 0x5CF, but I can't be sure if that's really the case or why it is.
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Old 08-09-2006, 01:08 PM   #12 (permalink)
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I wish some one would pop in here and give me a quick fix :P

I've tried toying around with the sample rating & fidelity of the sounds, I figure if ANYTHING is gonna work, it's going to be the exact same thing they use; stereo 11025 16-bit pcm. Well then I tried putting the wav in the very next sequence to avoid any read gaps, that still doesnt work, the sounds.def doesnt line up either, nor is there an explanation of what the hell these other values are in there. So, deduction suggests I try to find out what sounds.def has to do with this garbage, and WHY it doesnt contain a definition for all the wavs.

Meh, I'm out of cigarettes, Im tired, I think I just wanna kill some one and then go to sleep...
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Old 08-09-2006, 08:36 PM   #13 (permalink)
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Alright well, I got some rest and some cigarettes :P Im ready to give this a go again.

Does any one know for a fact Irian is correct?
I hope it's not the case, I'd be forced to go ahead and start breaking the muls to do what I need.
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Old 08-10-2006, 10:38 AM   #14 (permalink)
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I talked to Varan (the Coder of Mulpatcher and the Palanthir-Client) and he told me, that it's true: The standard client doesn't read the sound.mul beyond 0x5CF. Another random restriction of the client...
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Old 08-10-2006, 02:04 PM   #15 (permalink)
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Well, hopefully it can be fixed easily with a new client or something, some one else confirmed this as well, so you were right all along, but I suspect at one point or another I'll be delete all the OSI sounds save for sounds in use by retained scripts.

Now I just need to find a parterner to help with my GhettoUO project
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