I wanted to add some mp3s as unique unit sounds for a new civ (for BtS). I actually know how this works, because I already done this for my Magyar mod and it works fine. Now I copied the file structure to my new mod plus all necessary files: Audio3DScripts.xml and AudioDefines.xml and all the mp3s. I also changed the CIV4CivilizationInfos.xml of my mod to make it refer to the new sound xml entries. Everything looks okay and I checked it several times for typing mistakes, but when I load the mod there is no sound at all, not even in the main menue of BtS. The mod itself plays fine... No crashes at all.
This mod is a modular one and I know sounds don't work if they are realized modular as well. I already kept the sound parts nonmodular to avoid problems, but I have still problems. I think I read some time ago that there is a trick (an extra file or just an entry in a file), but I can't find that page anymore. It was some article about modular mods for BtS when BtS was brand new.
I took a look at this again and I found out that the problem has to be related with the AudioDefines.xml file. If I remove it main menues sound plays well, if I put it back everything is mute. I also made some log files and it seems to me that the audio related files haven't been loaded for some reason. I couldn't find a typing mistake. Tomorow I'll post the xml entries I have added to the files.
Okay, I will give you a more detailed description about what I did and at the end I will post my xml entries.
In the mods Assets folder I created a Sounds and a XML folder. In Sounds I created the Units folder where I created the Huns folder. In the Units folder I put all the mp3s, called HunsOrder-XXX.mp3 and HunsSelect-XXX.mp3 (XXX stands for a 3 digit number fromm 000 to 009). In the XML folder mentioned above I created the folder Audio. There I copied the Audio3DScripts.xml and the AudioDefines.xml. So the Structur of the mod looks like this:
- Huns_moduler
- Huns_modular/Assets
- Huns_modular/Assets/Modules
(- more folders inside Modules that aren't relevant now)
- Huns_modular/Assets/Sounds
- Huns_modular/Assets/Sounds/Units
- Huns_modular/Assets/Sounds/Units/Huns
- Huns_modular/Assets/Audio
These are the additional entries in Audio3DScripts.xml:
The properties should be correct since I copied the from my Magyar mod where I use the same mp3 files and don't have any problems. All I've changed are the first two lines of each <Script3DSound>-entry.
These are the additional entries in AudioDefines.xml:
Also copied from my Magyar mod. Only the first two lines of each <SoundData> entry have been changed.
Last but not least: in Huns_CIV4CivilizationInfos.xml I changed the <CivilizationSelectionSound> and <CivilizationActionSound> entries the following way:
I see... In my magyar mod I have my sounds at the begining and all works fine. Anyway, I am sure you are right. I will try it out. Thank you for your hint.
I am also interested in these units. I would at least take graphics for early units, but only if they don't look too asian.
EDIT: It worked! I will update the tutorial to avoid others have the same problem. Thank you again, strategyonly!
I see... In my magyar mod I have my sounds at the begining and all works fine. Anyway, I am sure you are right. I will try it out. Thank you for your hint.
I am also interested in these units. I would at least take graphics for early units, but only if they don't look too asian.
EDIT: It worked! I will update the tutorial to avoid others have the same problem. Thank you again, strategyonly!
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