UE1 - UT Replacing default sound

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playsax

New Member
Feb 20, 2008
44
0
0
I am trying to replace the jumpsound for all male models. I'm using this code:

Code:
class JumpSound expands Mutator;

#exec AUDIO IMPORT FILE="Sounds\jump.WAV" NAME="Jump" GROUP="Male"

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
    if ( Other.IsA('TournamentMale') )
    {
	TournamentMale(Other).JumpSound = Sound'Jump';
    }
    return true;
}

If I try this out in a (network)game, it doesn't play the new sound. Does anyone know how to replace a default ingame sound with a custom sound?
 
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Wormbo

Administrator
Staff member
Jun 4, 2001
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www.koehler-homepage.de
Did you add your package to the ServerPackages list before testing this in a network game? If not, the client will not know about the package containing sound and ignore any requests to play it.
 

playsax

New Member
Feb 20, 2008
44
0
0
Yes I did :) Here's a snippet from the server log upon starting.

TcpNetDriver on port 40
Server Package: SoldierSkins
Server Package: CommandoSkins
Server Package: FCommandoSkins
Server Package: SGirlSkins
Server Package: BossSkins
Server Package: Botpack
Server Package: JumpSound

Mutators JumpSound.JumpSound
Add mutator JumpSound.JumpSound

Possessed PlayerPawn: TMale1 CTF-Face.TMale1
Join succeeded: Player

Looks fine to me.

Do you agree with me that in theory this code is supposed to work then?

Eagerly waiting for any ideas you (or someone else) might have...
 
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playsax

New Member
Feb 20, 2008
44
0
0
Just tested this code in single player and it works..... what gives? Looks like I have to replicate this new sound value to the clients... but how?

EDIT: Nevermind.. UT goes a bit crazy over the new sound file, since it's slightly longer than the original.. I've played for a minute and it crashed with "Assertion failed".
 
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