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Browning Sound(No Error Sound)

PostPosted: Sat Jan 02, 2010 10:35 pm
by Dennis|8749236
First time i found this problem is when i was coding SW Map:We Land On Wake Island
the error is the fire sound never stop when you fire the weapon, i rewrite base on Stuka machine gun fire sound, and compare and check with DCF(DC0.8) browning sound, and test with COD1 Browning fire sound, and it will work properly in the map(if you are making a mod, you can use the original one,this error only exist when a map has it own sound script)
(and you can test it with DCF sound too[i get other 2 sound from email release sound and far looping sound, and it was took from DCF])
Code: Select all
newPatch
########################################################################################################
### Fire ###
############
load @ROOT/Sound/@RTD/silence.wav
volume 0

#########################################################################################################
### Reload ###
##############
newPatch
load @ROOT/Sound/@RTD/silence.wav
volume 0

##########################################################################################################
### Release ###
###############
newPatch
load @ROOT/Sound/@RTD/COD1BrowningFire/browning2_release.wav
minDistance 30
dopplerOff
priority -1
*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 130
   param 175
   param 1
   param -1
endEffect
###########################################################################################################
### Shell Bounce ###
####################
newPatch
load @ROOT/Sound/@RTD/silence.wav
volume 0

############################
### Mashine gun distance ###
############################
newPatch
load @ROOT/Sound/@RTD/silence.wav
volume 0

###########################################################################################################
### Fire Loop ###
#################
newPatch

load @ROOT/Sound/@RTD/COD1BrowningFire/brownLRlp2.wav
minDistance 1
stereo
loop
stop FinishSample
dopplerOff
priority 10
relativePosition 0/0/1

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 2
   param 4
   param 1
   param -1
endEffect

load @ROOT/Sound/@RTD/COD1BrowningFire/brownmlp2.wav
minDistance 30
loop
stop FinishSample
dopplerOff
priority 8
relativePosition 0/0/1

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 2
   param 4
   param 0
   param 1
endEffect

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 50
   param 50
   param 1
   param -1
endEffect


*** spectators hear this ***
*** med ***
load @ROOT/Sound/@RTD/COD1BrowningFire/brownmlp2.wav
minDistance 30
loop
stop FinishSample
dopplerOff
priority 7
relativePosition 0/0/1

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 50
   param 50
   param 0
   param 1
endEffect

beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 100
   param 150
   param 1
   param -1
endEffect


load @ROOT/Sound/@RTD/COD1BrowningFire/browning2_far.wav
minDistance 30
loop
stop FinishSample
dopplerOff
priority 3
randomStartPitch 0.05 / 0.05

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 100
   param 150
   param 0
   param 1
endEffect

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 300
   param 400
   param 1
   param -1
endEffect

load @ROOT/Sound/@RTD/COD1BrowningFire/brownmetal2.wav
minDistance 1
loop
dopplerOff
priority 1
volume 1

*** Distance Volume ***
beginEffect
   controlDestination Volume
   controlSource Distance
   envelope Ramp
   param 2
   param 4
   param 1
   param -1
endEffect

Re: Browning Sound(No Error Sound)

PostPosted: Sun Jan 03, 2010 1:13 am
by fo0k
Ive had this issue with interstate maps before..

my solution was to give a full path in weapons.con where the ssc is called..

e.g.
Code: Select all
ObjectTemplate.loadSoundScript ../../../../../Objects/Vehicles/Land/stratos/Sounds/jumper.ssc



That version above may be excessive.. but works..

Try something like that.. I dont think the problem is within your ssc

Re: Browning Sound(No Error Sound)

PostPosted: Mon Jan 04, 2010 8:10 pm
by Apache Thunder
...There seems to be a duplicate thread of this in the "Completed Work" section.....Is that normal?

Re: Browning Sound(No Error Sound)

PostPosted: Mon Jan 04, 2010 10:03 pm
by fo0k
isnt this the completed work section? heh which other section is it in?

Re: Browning Sound(No Error Sound)

PostPosted: Mon Jan 04, 2010 11:23 pm
by Apache Thunder
The main section for the Request a Mod...So I guess it just lists active topics from both catagories....Now that just gets confusing.... :P

Re: Browning Sound(No Error Sound)

PostPosted: Tue Jan 05, 2010 2:54 am
by fo0k
ahh true.. i remember activating that option but then didnt really notice it.. main thing is that its not duplicating but I have switched it off. just the 'categories' as such showing now :)

Re: Browning Sound(No Error Sound)

PostPosted: Sun Jan 17, 2010 9:05 am
by Coroner47
If this is the same problem i ran into... i decided to start making mods instead of maps, because i couldn't get the "fireloop" section of the .ssc files to stop continually looping forever. Soon as i dumped the code into an actual mod instead of a map, the "fireloop" section of the .ssc worked properly.

Re: Browning Sound(No Error Sound)

PostPosted: Sat Aug 13, 2011 7:36 pm
by Apache Thunder
Thread's a bit old, but posting some info on this nonetheless as this probably is the cause of a majority of issues where the infinite fire loop becomes a problem for new weapons using copies of existing ssc files.

The infinite fire loop has in my experience, been the result of a ssc file with a include command buried in the coding of the ssc file. For the browning, it's near the top and easy to spot. Here's how it's set up for the browning machine gun as an example:

Code: Select all
###########################################################################################################
### Shell Bounce ###
####################
newPatch
#include ../../../Common/Sounds/ShellBounce.ssc


The include command refers to a external file that has additional sounds for shell bounce. The vanilla browning ssc has another include command for MG distance sounds. Some handweapons and vehicle weapons may also have this for other things. So always be sure to check for this when you copy/move an ssc file to an existing weapon for use with your new weapon.

The trouble starts when you copy this file to your weapon and forget to update this line. As a result, the shell bounce (and possibly mg distance if your modding the vanilla version) files never get loaded as the path wasn't updated. So it brakes the order of the sound patches and the infinite loop becomes an issue. (as the order of the newPatch commands is used in determining what each sound is for)

To fix this you can do one of two things. Fix the path for the ssc files so that it will correctly point to where the SSC files are in respect to the new location of your SSC file or you can take each ssc file it refers to and copy and past the contents of said SSC file in place of the include command so that it no longer loads it externally. This would probably be the best route as it would then allow you to copy and move around your new ssc file without constantly having to check and fix include command file paths.

Answered this thread in hopes that new comers with this issue can learn from it. :D