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Author Topic: [resolved] missing sound files  (Read 2281 times)

Thazager

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[resolved] missing sound files
« on: May 31, 16, 09:19:14 PM »

When the update for the new hero engine files were sent, it seems the old files were deleted?

Possibly these old files were some sound files also? That are called with the base E_scripts.

Is there a way to disable these or maybe restore them? (they can get annoying when trying to see anything using Println() ) Can you find the data in there I'm trying to use for debugging?

Code: [Select]
21:06:41: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:41: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_rubyfirescream.mp3
21:06:42: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_rubyfirebeam.mp3
21:06:43: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:46: SCRIPT:[E_TargetCircleClassMethods]:clicking on target 9223372100710036120  name Mecha Monkey  dist 0.200003937
21:06:47: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_swipe_alt.mp3
21:06:47: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:50: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:50: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_swipe_alt.mp3
21:06:52: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_rubyfirescream.mp3
21:06:53: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_rubyfirebeam.mp3
21:06:53: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:56: SCRIPT:[E_TargetCircleClassMethods]:clicking on target 9223372100710036120  name Mecha Monkey  dist 0.200003937
21:06:56: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_swipe_alt.mp3
21:06:56: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:58: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/crtr_monkeytok_swipe_alt.mp3
21:06:58: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:06:58: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
21:07:00: ERROR:System:ERROR: Not found (0xFACE000F) loading resource: /world/livecontent/audio/cbt_impact_alt.mp3
« Last Edit: Jun 01, 16, 01:03:11 AM by Thazager »
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ToY-Krun

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Re: missing sound files
« Reply #1 on: May 31, 16, 10:40:19 PM »

Hey Thaz, the files should still exist in the repo, however the default abilities use FX specs that used the old audio system which loaded audio differently.  they havent worked in a while.

This holds true for all default FX specs that use audio.  The only quick option is to stop the call to the client for the FX on the server in the commonCharacterClassMethods script, AdjustHealth()

comment out any lines which call OnCombatEvent()
Thats a temp work around of course and its rough, but the alternative would be to rework the audio files to the new fmod studio .bank format and edit the FX specs to use them... probably not worth all that for models/abilities you won't use later on.

Thazager

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Re: missing sound files
« Reply #2 on: May 31, 16, 11:04:05 PM »

We actually use that function OnCombatEvent() to send text messages to places also.

Is there a specific line that calls the sounds? I was thinking its

    $FXSYSTEM.PlayFxFromSpec(FX, target, target)

but that doesn't call it, as I have it commented out and still see the mesgs.

Code: [Select]
remote function OnCombatEvent( abilityScript as ScriptRef, attackerID as ID, defenderID as ID, healthDelta as Float, isCritical as Boolean ) 
  // a damage/heal event occurred
  attacker as NodeRef of Class E_CommonCharacter = attackerID
  defender as NodeRef of Class E_CommonCharacter = defenderID

  if defender == None
    return
  .
  defenderName as String
  if( GetPlayerCharacterNode() == defender )
    defenderName = "you"
  else
    defenderName = defender.name
  .
 
  // chat message
  msg as String
  if( healthDelta < 0 )   
    var damage = ( -healthDelta )
    target as Class _Target
    target._tgtID = defender.GetCharacterNode()
//    $FXSYSTEM.PlayFxFromSpec(9,target, target)

    if isCritical = true
      msg = attacker.name + " critically hits " + defenderName + " for " + damage + " points of damage."
    else
      msg = attacker.name + " hits " + defenderName + " for " + damage + " points of damage."
    .
  else
    if isCritical = true
      msg = attacker.name + " critically heals " + defenderName + " for " + healthDelta + "."
    else
      msg = attacker.name + " heals " + defenderName + " for " + healthDelta + "."
    .
  .
 
  $CHAT.GetChatWindow().AddChatMessage(msg, "Combat")

  var Critvalue = TMP_OptionGeneralClassMethods:getGeneralOptionSwitch("CriticalHealDamage")
  isCritic as Boolean = isCritical
  if Critvalue = false
    isCritic = false    // dont show as crit
  .

  // raise floating text
  textColor as Class rgba
  if( healthDelta < 0 )
    // damage
    if( defender == GetPlayerCharacterNode().GetMyCharacter() )
      // player taking damage
      var value = TMP_OptionGeneralClassMethods:getGeneralOptionSwitch("Incomingdamage")
      if value = true
        textColor = MiscUtils:MakeRGBA( 1.0, 0.3, 0.3, 1.0 )
        FloatingText:AddText( defender.GetCharacterNode(), fabs( healthDelta ), 1.3, 0, textColor, isCritic, isCritic )
      .
    else
      // target taking damage
      var value = TMP_OptionGeneralClassMethods:getGeneralOptionSwitch("Outgoingdamage")
      if value = true
        textColor = MiscUtils:MakeRGBA( 1.0, 1.0, 0.4, 1.0 )
        FloatingText:AddText( defender.GetCharacterNode(), fabs( healthDelta ), 1.3, 0, textColor, isCritic, isCritic )
      .
    .
  else
    // heal
    if( defender == GetPlayerCharacterNode().GetMyCharacter() )
      // player getting healed
      var value = TMP_OptionGeneralClassMethods:getGeneralOptionSwitch("Incominghealing")
      if value = true
        textColor = MiscUtils:MakeRGBA( 0.3, 1.0, 0.3, 1.0 )
        FloatingText:AddText( defender.GetCharacterNode(), "+" + fabs( healthDelta ), 1.3, 0, textColor, isCritic, isCritic )
      .
    else
      // target getting healed
      var value = TMP_OptionGeneralClassMethods:getGeneralOptionSwitch("Outgoinghealing")
      if value = true
        textColor = MiscUtils:MakeRGBA( 0.3, 1.0, 0.3, 1.0 )
        FloatingText:AddText( defender.GetCharacterNode(), "+" + fabs( healthDelta ), 1.3, 0, textColor, isCritic, isCritic )
      .
    .
  .
.
« Last Edit: May 31, 16, 11:08:47 PM by Thazager »
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ToY-Krun

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Re: missing sound files
« Reply #3 on: May 31, 16, 11:49:34 PM »

Try here, in Client E_CommonCharacterClassMethods (or your own custom one if used)

remote function OnAbilityActivated( entityID as ID, targetID as ID, abilityScript as ScriptRef )
  // an ability was activated
  entity as NodeRef = entityID
  target as NodeRef = targetID
 
  // play the ability's FX
  fxCaster as Class _Target
  fxCaster._tgtType = SINGLENODE
  fxCaster._tgtID = entityID 
  fxTarget as Class _Target
  fxTarget._tgtType = SINGLENODE
  fxTarget._tgtID = targetID
  $FXSYSTEM.PlayFxFromSpec( abilityScript:GetActivationFX(), fxCaster, fxTarget )
.

Try commenting out the play call, or just comment out the entire thing if need be.
« Last Edit: May 31, 16, 11:52:48 PM by ToY-Krun »
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Thazager

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Re: missing sound files
« Reply #4 on: Jun 01, 16, 01:02:53 AM »

Thanks that helped.

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