RasterRon Posted January 7, 2016 Share Posted January 7, 2016 Hey guys,I was wondering if there's a fix for this small issue with packed sounds. I have read some posts on the GG forums that if you need to pack sound files in zip format that you must set all sound profiles to preload = "false" or 0 which is what I have done. The sound and game loads perfectly, but now I'm getting crashes when I exit the game. I also tried one suggestion to convert all to wav files but still getting same results.I know this is a small problem to deal with but I'm really curious if there is already a workaround that I have missed browsing the GG forums.Thanks. Quote Link to comment Share on other sites More sharing options...
rlranft Posted January 7, 2016 Share Posted January 7, 2016 Any errors in the log or nifty messages in the crash dialog? Is it an assert? I'm guessing the resource manager just isn't sure what to do with the handle because it's inside of another file, technically.... Quote Link to comment Share on other sites More sharing options...
RasterRon Posted January 8, 2016 Author Share Posted January 8, 2016 Thanks Richard. Here's what I'm getting in the log file. [Win32FileSystemChangeNotifier::internalAddNotification] : failed on [C:\Torque3D\My Projects\Test\game\sound\weapons] [2] I also have relocated the sound folder up one directory, which is not a problem when it is unpacked. Quote Link to comment Share on other sites More sharing options...
rlranft Posted January 19, 2016 Share Posted January 19, 2016 Almost looks like it's trying to "repack" the zip file with that "internalAddNotification" bit. I'll try to remember to poke my nose into it this weekend. Quote Link to comment Share on other sites More sharing options...
rlranft Posted January 24, 2016 Share Posted January 24, 2016 Okay, I'm not having this issue in 3.8. My test file is relatively small. Here's my SFXProfile for the sound I'm using:datablock SFXProfile(StirringItMain_music) { filename = "art/sound/music/stirring_it_main"; description = AudioStreamLoop2D; };Where .../music/... is art/sound/music.zip. And here's the SFXEmitter I'm playing it through:new SFXEmitter(LevelMusic) { track = "StirringItMain_music"; playOnAdd = "1"; useTrackDescriptionOnly = "0"; isLooping = "1"; isStreaming = "1"; sourceGroup = "AudioChannelMusic"; volume = "1"; pitch = "1"; fadeInTime = "0"; fadeOutTime = "0"; is3D = "0"; referenceDistance = "1"; maxDistance = "100"; scatterDistance = "0 0 0"; coneInsideAngle = "360"; coneOutsideAngle = "360"; coneOutsideVolume = "1"; position = "72 69 247"; rotation = "1 0 0 0"; scale = "100 100 100"; canSave = "1"; canSaveDynamicFields = "1"; };The sound file is .ogg and only about 4.6MB - I can upload it somewhere if you want to see if it's this particular file or somehow file-dependent.Though I do get an elephant's ass-load of "linux compatibility warning" spam in the console now.... Quote Link to comment Share on other sites More sharing options...
RasterRon Posted January 24, 2016 Author Share Posted January 24, 2016 Awesome, thanks Richard! I will try and check this out. Quote Link to comment Share on other sites More sharing options...
rlranft Posted February 8, 2016 Share Posted February 8, 2016 Did this go away? Do you need my sound file for testing? Quote Link to comment Share on other sites More sharing options...
RasterRon Posted December 4, 2016 Author Share Posted December 4, 2016 Thanks Richard, it's been a while and I just got back using T3D again. It works great btw. :) Quote Link to comment Share on other sites More sharing options...
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