Zound

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tdw-socke

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Nov 21, 2003
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mephisto, do a search throu this forum and youl find out, how to hide sounds ;)

ben, the request for more soundfiles is imho not the mount of sounds, but the need to avoid unnecessary downloads. eg: i have 3 soundfiles, each about 1.5 mb with 60 sounds. now i have collected some additional sounds, lets say 5 ones. if i add them to any of the existing soundfiles, i have of course to create a new one, and now everyone has to download a file of 1.5 mb with 65 sounds, but he only gets 5 new ones. That's the reason, why i don't update my soundfiles. In fact, i already found my soundfiles on some other servers, and as i never changed them, they are quite well known and noone will ever get a new download... But i can't add new sounds without unnecessary downloads :(

regarding the q3a-sounds, ok, a global sound is one thing, but how about a clientside-part for the real-thing? maybe in utextra?
 
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utw-Mephisto

Guilty
Nov 20, 2004
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Ok, I have tried the endgame sound without luck ...

I have created a Package called EndGame.uax with a sound called endgamesound
I have added the uax as serverpackage and the file name in the zound48.ini
The package will be loaded to the client, but when the game is finished, there is no sound ... EndGameSound=0 is set to 5 !

I need to try tomorrow again, lag of time in the moment ....

And by the way, someone heard about the issue that some sounds are not being played when the package is recreated ?
 
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frogger187

eat. sleep. frag.
May 2, 2003
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Mephisto..i think you are still using the zound packages i sent you? the ini i sent you already shows how to hide triggers from the mutatezounds listing..'#'

i do agree it would be nice to have unlimited number of packages (or if limited to maybe 10 or 15)...it is a pain to rebuild a package to add a couple new sounds... 250 is plenty though..
 

utw-Mephisto

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Nov 20, 2004
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yeah, I just saw it with the "#" :D Thanks

I just went through it in creating a whole new package ... The best thing is always to keep the wav files. The only problem I have is as mentioned. For example exporting sound bits from original soundpackages and importing into my own, they are always silent, god knows why ....
 

frogger187

eat. sleep. frag.
May 2, 2003
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48B1 initial feedback:

any way to pass an existing sound into the endgamesound, startgamesound,midgamesound? Hate to have to rebuild package to change these sounds. (if possible, may want to implement for 'hello' and 'byebye')

i.e.
endgamesound=jeopardy
startgamesound=startengines
midgamesound=halftime

Sounds[0]=jeopardy
Sounds[1]=startengines
Sounds[2]=halftime
 

utw-Mephisto

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Nov 20, 2004
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Ok, I take everything back :) / 48B1 first tests

Ok, what does it say all the time ?

Read the f**in manual :D

Everything is working fine :)

I made a beginners mistake when creating packages. As I just started again doing packages, I forgot the most important thing :

hello, byebye, endgame etc. MUST be in the first soundfile.....

So, Now I did what I was told in the manual :) :) and it worked VERY FINE Ben, exactly 5 seconds (as my settings) after the game was finished, I got the sound ...

And I THINK the reason why some files are silent ? There were in the wrong collum ...

So one question to clear it up for me please ..

In the zound.ini

[Zound48B1.ZTriggers]

Lets say I have 3 sounds in file 1.uax, 7 in file 2.uax ....

So, it must look like that ?

Code:
Sounds[0]=Trigger / Sound 1 (File 1)
Sounds[1]=Trigger / Sound 2 (File 1)
Sounds[2]=Trigger / Sound 3 (File 1)
Sounds[3]=
Sounds[4]=
Sounds[5]=
Sounds[6]=
Sounds[7]=
Sounds[8]=
Sounds[9]=
Sounds[10]=Trigger / Sound 1 (File 2)
Sounds[11]=Trigger / Sound 2 (File 2)
Sounds[12]=Trigger / Sound 3 (File 2)
Sounds[13]=Trigger / Sound 4 (File 2)
Sounds[14]=Trigger / Sound 5 (File 2)
Sounds[15]=Trigger / Sound 6 (File 2)
Sounds[16]=Trigger / Sound 7 (File 2)
.
.
Sounds[249]=

???????????

I mean if this is so, I always made it wrong :) The thing is, I never had more then one file and more then 20 sounds ...
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
Wow too many question for my pee brain to comprehend this late at night :)
Ok let me start with the 'Beer' one and a silent trigger.
Currently I dont think Zound caters for this directly but you can do it indirectly by telling Zound its a Randomized word.
For instance the word would be Beer in your sound file but in your ini file it would be:
Sounds[66]=Beer@1
The @ sign tells Zound it is a Random sound and the 1 tells Zound there is only 1 word to randomize :)
Anyways try that.

Frogger in your case:
Sound[10]=startgamesound
Sound[11]=midgamesound
Sound[12]=endgamesound

Finally regarding the files.
You can have all 250 sounds in one file or 3 files which the sounds will start as the docs say:
SoundFileName1=Userdefined.uax Sounds[1] to Sounds[99]
SoundFileName2=Userdefined.uax Sounds[100] to Sounds[199]
SoundFileName3=Userdefined.uax Sounds[200] to Sounds[250]

But I see your point with more files but still 250 sounds.
Ok I will see if I can come up with something more flexible.

Eish when I first made Zound I had no idea it would ever become so popular :)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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ProAsm said:
Frogger in your case:
Sound[10]=startgamesound
Sound[11]=midgamesound
Sound[12]=endgamesound

so that means you can't pass the name of another file?

i'll explain more if im not being clear. I have a sound i want to be the endgame sound. It is already in my current sound package and is named jeopardy (for example). I don't want to rebuild this package with a new name (and new download for clients) just to rename 'jeopardy' to 'endgamesound', instead i want to designate 'jeopardy' as my endgamesound. This is done using endgamesound=jeopardy. Now in a few weeks I may want 'thatsallfolks' as my endgamesound. Instead of again rebuilding package, I simply edit my zound ini and change endgamesound=jeopardy -------> endgamesound=thatsallfolks
 
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ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
ahhh ok I see what you want.
Then I'll have to add the 3 in the ini file as follows:
StartGameSound=
MidGameSound=
EndGameSound=
In this way it will also accept the sounds to be anywhere - next beta :)
 

frogger187

eat. sleep. frag.
May 2, 2003
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can you add to that list:

StartGameSound=
MidGameSound=
EndGameSound=
hello=
byebye=
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
Ok np.
mmm I see for a silent word you can add a # to the word, mmm you guys know the code better than me, I must be getting old :)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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ProAsm said:
Ok np.
mmm I see for a silent word you can add a # to the word, mmm you guys know the code better than me, I must be getting old :)

version 44 i believe..;)
 

ProAsm

Active Member
Mar 20, 2002
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Just want to bounce something off you guys here.
Been studing the code in detail here and the only way I can break this 250 sounds or 3 filenames is as follows but it is a drastic change required by the admin but I could always add a exe that would auto setup his new ini file.

Currently you have:
[Zound48B1.ZTriggers]
Sounds[1]=sound1
.
.
Sounds[250]=sound250
They are also structured for each SoundFilename.

This all now changes to s Struct system:
Code:
[Zound48B2.ZTriggers]
Zounds=(Soundname="sound1", SoundFilename="MyFirstSound.uax", Silent=False, Random=3, RandomSounds="RSound1,RSound2,RSound3", MuteOnSound=False, KickOnSound=False, WhateverElseWeWantOnSound=True)
Zounds=(Soundname="sound2", SoundFilename="MyOtherSound.uax", Silent=True, Random=0, RandomSounds="None", MuteOnSound=False, KickOnSound=True, WhateverElseWeWantOnSound=True)

In this way you can have as many sounds as you want, and you can put them into any file you want and you can have as many files as you want.

Opinions ?
 

utw-Mephisto

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Nov 20, 2004
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This is actually a good idea... creating an exe file for admin to make the new structure easier is also a very good thing...

But is the problem really the amount of sounds or just the amount of files ?

Why I am asking ? Well, I haven't seen so many server where there were more than 250 sounds..

How about a limit of 20 or 25 for each file ?

Like

Code:
SoundFileName1=
SoundFileName2=
SoundFileName3=
.
.
.
SoundFileName10=
and then 10 sounds in each file ??
 
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ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
Yeah but the problem here is the sounds need to be in strict order again.
Like frogger said, today your 'Hello' sound is in SoundFileName1 but tomorrow you want a different 'Hello' sound and you dont want to change SoundFilename1 but just add another, like in this case SoundFilename6 which is the next one up and only a very small download to the player.
Also if we split it now like 25 sounds per filename, that is really gonna screw up the current system and everyone will have to make new Sound files for 48 to work.
No... it has to be 100% backward compatible.
 

utw-Mephisto

Guilty
Nov 20, 2004
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Yeah, you are right .... I should think more outside the box ... But in my case I think I will never have more than 50-100 sounds anyway :)

I just don't like huge downloads ...