No Sound from GWoL of my custom Mod

RoxyRiku94

Detective Agent
Joined
Jan 30, 2016
Messages
142
Location
Souzai Daigaku
Having a simple question here:

I've just finished making a Literature Great Works Mod, but while testing it with a spawned Great Writer, the Sound Files don't play. In case I've checked the XML.log and the Database.log before, but there was no related error. What causes the Sound Files not to play?
 

Attachments

  • Persona 4 Golden - Marie's Poems of Everyone's Souls (v 1).civ5mod
    5.2 MB · Views: 64
Compare to what Sun Ce of Wu used in the Colosseum and Amphitheater mod:
Code:
	<GreatWorks>
		<Row>
			<Type>GREAT_WORK_PERSIANI</Type>
			<GreatWorkClassType>GREAT_WORK_LITERATURE</GreatWorkClassType>
			<Description>TXT_KEY_GREAT_WORK_PERSIANI</Description>
			<Quote>TXT_KEY_GREAT_WORK_QUOTE_PERSIANI</Quote>
			<Audio>AS2D_WORK_PERSIANI</Audio>
			<Image>GreatWriter_Background.dds</Image>
		</Row>
	</GreatWorks>
	<Audio_Sounds>
		<Row>
			<SoundID>SND_WONDER_DIONYSUS</SoundID>
			<Filename>ENGdionysus</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_WORK_PERSIANI</SoundID>
			<Filename>ENGPersiani</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_WONDER_FLAVIAN</SoundID>
			<Filename>ENGcolosseo</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
	</Audio_Sounds>
	<Audio_2DSounds>
		<Row>
			<ScriptID>AS2D_WONDER_DIONYSUS</ScriptID>
			<SoundID>SND_WONDER_DIONYSUS</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_WORK_PERSIANI</ScriptID>
			<SoundID>SND_WORK_PERSIANI</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_WONDER_FLAVIAN</ScriptID>
			<SoundID>SND_WONDER_FLAVIAN</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
	</Audio_2DSounds>
Not sure if his settings within the Audio_2DSounds table are the only way to do it, but his methods (a) work, and (b) are quite a bit different than yours.
 
Did you import the sounds into VFS?
Yes, I did import the sounds into VFS.

Compare to what Sun Ce of Wu used in the Colosseum and Amphitheater mod:
Code:
	<GreatWorks>
		<Row>
			<Type>GREAT_WORK_PERSIANI</Type>
			<GreatWorkClassType>GREAT_WORK_LITERATURE</GreatWorkClassType>
			<Description>TXT_KEY_GREAT_WORK_PERSIANI</Description>
			<Quote>TXT_KEY_GREAT_WORK_QUOTE_PERSIANI</Quote>
			<Audio>AS2D_WORK_PERSIANI</Audio>
			<Image>GreatWriter_Background.dds</Image>
		</Row>
	</GreatWorks>
	<Audio_Sounds>
		<Row>
			<SoundID>SND_WONDER_DIONYSUS</SoundID>
			<Filename>ENGdionysus</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_WORK_PERSIANI</SoundID>
			<Filename>ENGPersiani</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_WONDER_FLAVIAN</SoundID>
			<Filename>ENGcolosseo</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
	</Audio_Sounds>
	<Audio_2DSounds>
		<Row>
			<ScriptID>AS2D_WONDER_DIONYSUS</ScriptID>
			<SoundID>SND_WONDER_DIONYSUS</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_WORK_PERSIANI</ScriptID>
			<SoundID>SND_WORK_PERSIANI</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_WONDER_FLAVIAN</ScriptID>
			<SoundID>SND_WONDER_FLAVIAN</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<MinVolume>120</MinVolume>
			<MaxVolume>120</MaxVolume>
			<IsMusic>true</IsMusic>
			<TaperSoundtrackVolume>0.0</TaperSoundtrackVolume>
		</Row>
	</Audio_2DSounds>
Not sure if his settings within the Audio_2DSounds table are the only way to do it, but his methods (a) work, and (b) are quite a bit different than yours.

Oh, that might be the error I made, as I used <SoundType>GAME_SPEECH</SoundType> instead of <SoundType>GAME_MUSIC_STINGS</SoundType>. But I still find it strange, because another author used the method I used in the XML Coding before and his Sound Files worked fine. I'll check it up immediately.

As I have the Audio Defines in a different XML file, is it okay to keep them in the file or should I merge them together instead?
 
Yes, I did import the sounds into VFS.



Oh, that might be the error I made, as I used <SoundType>GAME_SPEECH</SoundType> instead of <SoundType>GAME_MUSIC_STINGS</SoundType>. But I still find it strange, because another author used the method I used in the XML Coding before and his Sound Files worked fine. I'll check it up immediately.

As I have the Audio Defines in a different XML file, is it okay to keep them in the file or should I merge them together instead?

so long as all the needed code is loaded into the game it won't matter whether it is all in one file or in several different files.
 
Sorry for the wait! While changing the XML data, the game randomly crashed, so I decided to rebuild the mod and fixed some errors in the meanwhile. Turns out not only it was the false SoundType, but also a Typo in the Audio_Defines File, so I fixed that. Now it plays the Sound File properly, like it should be. Thank you very much for your help :D!
 
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