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Author Topic:   File Not Found TR3 Sound # error in tom2pc
Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-20-2002 10:48 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
After 'Adding Samples' line in the PC Level Convertor Output window I get the following error reported:

*** File Not Found TR3 Sound 16
*** File Not Found TR3 Sound 28

VonCroy also experienced this as well: http://www.eidosgames.com/ubb/Forum31/HTML/007225.html

I moved some TR3 objects into my WAD. How do I get and insert the specific sounds that the tom2pc.exe is asking for?

The level doesn't crash but I don't want to continue until I fix this error.

Thanks.

WBM

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TREEBLE
Member

Posts: 127
From:Brazil
Registered: May 2001

posted 01-20-2002 11:09 AM     Click Here to See the Profile for TREEBLE   Click Here to Email TREEBLE     Edit/Delete Message   Reply w/Quote
Well WBM, I have the same error, except is missing TR2 Sounds. What happens is that the imported object won't have any sound.

In a level I converted with the errors, Lara's pistols had the TR2 sound, and the other weapons were without any sound. The baddy, imported and remeshed, also didn't make any sound.

This is because TR2 and TR3 sound files aren't stored in the .tr2 file. You can't extract them.

I don't know if Michiel has a solution to this.

------------------
I can feel the energy!
TREEBLE

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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-20-2002 12:37 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi TREEBLE

I managed to get rid of the 'File not found' lines in tom2pc Output window by doing the following (please read warning below):

Get original tut1.sam and tut1.sfx files from CD. Rename them to the name of your level, i.e.: yourlevelname.sam and yourlevelname.sfx and place them in the WAD folder (make a backup of your work first).

This will fix the missing sounds from TR4 things such as water splashing, Lara exertions etc. Obviously, it doesn't fix the missing sounds from the TR2 / TR3 imported objects but it replaces sounds lost when WAD has been modified with TR2 / TR3 objects.

--------------
WARNING: Both tomb4.exe and winroomedit.exe crashed after I did this file renaming. I restarted my machine which fixed the crashing. Don't make any changes without making a backup of your work before trying this method.
--------------

In the meantime, I agree, this is a challenge for the programmers here. Is it possible - or should we avoid using TR2 and TR3 objects to prevent these kind of problems occurring?

WBM

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TRWad
Member

Posts: 101
From:Rotterdam
Registered: Dec 2001

posted 01-20-2002 01:02 PM     Click Here to See the Profile for TRWad   Click Here to Email TRWad     Edit/Delete Message   Reply w/Quote
It's a TR2WAD thing. To avoid an emeie sounds like a door, I changed this. Just edit the sam file to change the names will work, I guess. Try to find the correct name for it.

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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-20-2002 01:36 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi TRWad,

Thanks for you reply - here is the list in the .sam file for the level which gave the errors:

foot01.wav
foot02.wav
foot03.wav
foot04.wav
clim_up2.wav
lara_no.wav
slipping.wav
landing.wav
clim_up1.wav
hols_out.wav
hols_in.wav
magnum.wav
reload.wav
rico_01.wav
rico_02.wav
phend.wav
fsw1.wav
fsw3.wav
fsw4.wav
wade.wav
l_rumb.wav
lar_kn1.wav
lar_kn2.wav
clim_up3.wav
back_jm1.wav
lar_jmp.wav
lr_jmp6.wav
f2f_scrm.wav
takehit1.wav
takehit2.wav
rolling.wav
splash.wav
go_watr.wav
swim.wav
breath.wav
usekey.wav
lar_die2.wav
lar_die1.wav
uzi_fr.wav
uzi_stp.wav
shot_gun.wav
p&p02.wav
p&p01.wav
shot_shl.wav
p&p04.wav
floatswm.wav
f2f_hitg.wav
back_jm1.wav
back_jm3.wav
back_jm2.wav
ratch_02.wav
undwatr.wav
l_pshblk.wav
lar_th1.wav
lar_th2.wav
swoosh1.wav
gen_thud.wav
spinhook.wav
bazooka.wav
koch.wav
port.wav
port_dn.wav
ddr_crk.wav
asmg_ft1.wav
asmg_ft2.wav
explos1.wav
explos2.wav
l_quake.wav
m_rotat.wav
m_select.wav
m_choose.wav
tick.wav
m_comb.wav
medi_fix.wav
back_jm2.wav
l_wloop.wav
d_eagle.wav
mini_lo.wav
mini_lck.wav
mini_fr.wav
l_wind.wav
gbod_slm.wav
lar_spks.wav
l_rumb.wav
l_fire.wav
thun_rum.wav
swoosh3.wav
sk_swd2.wav
gem_drop.wav
sc2.wav
sc6.wav
mum_ohh1.wav
mum1.wav
mum2.wav
mum_atk.wav
mum_tkht.wav
crossbow.wav
swave_ex.wav
asmg_ft4.wav
dor_thud.wav
bad_atk1.wav
bad_die1.wav
bad_die2.wav
bad_jmp.wav
bad_stun.wav
bad_swaw.wav
bad_uzi.wav
bad_rico.wav
bad_uzi2.wav
sml_swt.wav
crysmash.wav
fs_mud1.wav
fs_mud2.wav
fs_grv1.wav
fs_grv2.wav
fs_snd1.wav
fs_snd2.wav
fs_wd1.wav
fs_wd2.wav
fs_met1.wav
fs_met2.wav
dr_bgsto.wav
dart.wav
crowgem.wav
cbar_clk.wav
sqk1.wav
sqk2.wav
lev_pul1.wav
lev_pul2.wav
ple_slid.wav
l_rpeple.wav
lar_plly.wav
teethspk.wav
amusnd.wav
sqk1.wav
sqk2.wav
hit_rock.wav
lara_nof.wav
lara_noj.wav
crow_try.wav
rope_01.wav
rope_02.wav
roller2.wav
clk_swt.wav

If I get errors:

*** File Not Found TR3 Sound 16
*** File Not Found TR3 Sound 28

..which of the above sounds do you think tom2pc is referring to?

phend.wav = 16th on the list
f2f_scrm.wav = 28th

I don't know what phend.wav is for but I am guessing that f2f_scrm.wav is 'Fall to Floor Scream'.

The objects that I inserted into my wad from TR3 were a mixture of static objects (none of them were animated). I would be grateful if you have any ideas about what should I do now?

WBM

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aktrekker
Member

Posts: 931
From:WA, USA
Registered: Apr 2001

posted 01-20-2002 03:08 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Sound 16 is BIG_SCARAB_FLYING.
Sound 28 is LARA_SHIMMY2.
Obviously 16 has a different use in TR3.
Just edit sounds.txt to make sure those 2 sounds are being included in your wad.

The list of sounds in the SAM file is only the sound files included in the wad, so you can't use it to figure out sound numbers. Go by the line number in sounds.txt.

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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-20-2002 04:41 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi aktrekker,

Thank you for your last answer - I am beginning to see the light.. Please bear with me - I have five big questions:

1) In order to edit the sounds.txt file do I add the letter asscoiated with the different WAD to the end of the line (in this example tut1) as follows? :

Original Version

BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #y #z #F #J #K


Edited Version

BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #y #z #F #J #K #Tu


(and the same for LARA_SHIMMY2: back_jm1).

1a) Also, am I correct in assuming that all the sounds weren't added to all the WADs to save memory?

---------------------

2) Do I then rebuild the .sam and .sfx files using 'pcwadsfx tut1 Tu' command in the LevelSFX Creator directory?

---------------------

3) If my level has been renamed to, in my case, 'Level1', should I switch it all back over to 'tut1' to conform with above, by editing script file and renaming associated WAS files etc.. and then, once I have done the above edits to the sounds.txt, switch them all back again to 'Level1' naming? (If so then I may leave it as 'tut1' until I have completed the level).

The reason I have named my level 'Level1' is because it is one of eight levels and I want to make it easy for anyone to install and uninstall it without affecting their setup by using the standard level names.

---------------------

4) Do you know what the letter associations are for all the WADs? Or is it irrelevant if you rename your WAD anyway? Below is a list of the letters used in sounds.txt and those mentioned by the manual:

a
b
c settomb
d
e
f
g
h karnak
I
j
l
m
n
o
p coastal
q
r cleopal
s catacomb
t
u
v
w city
x
y
z
A
B
C
E
F
H
I
J
K
L
M
N
Ti
Tu tut1

---------------------

5) Finally, do you know what the following abbreviations in the sounds.txt stand for and therefore control (my guess is in brackets after each):

VOL60 (Volume)

P
V
R (Repeat)
N
L

CH10

PIT30 (Pitch)

RAD13 (Radius)

---------------------

Thank you so much for your help on this so far - it seems like there a quite a few of us who would be very pleased to know the answers to these questions.

WBM


[This message has been edited by Wee Bald Man (edited 01-21-2002).]

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aktrekker
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Posts: 931
From:WA, USA
Registered: Apr 2001

posted 01-20-2002 04:55 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
1) Yes.
2) Yes. Letter g will force the sound to be included in all levels, no matter what the letter you give to pcwadsfx.
3) One parameter to pcwadsfx is the name of the wad file. Just use Level1 instead of tut1. You can mix and match letters and level names, pcwadsfx doesn't care.
4) I do have a list. I am working on a sounds.txt that is setup for all the TR4 levels as they exist in TRLR. Alot of cutting and pasting, but almost done. Just have to remember where I left off.
5) The ones you listed I think you have right, except R - I believe this goes with L for Right/Left stereo sound.
P, V, and N I'm not sure. I think P is for sound priority.
CH selects a software channel. The number of channels determines how many sounds you can play and mix at once. Remember older games that asked you how many channels during sound setup? The channel number is a best guess at how the sounds will be played together. If a sound tries to play, but it's channel is already playing a sound, you can either terminate the playing sound, or ignore the new sound. Priority would play a part in deciding that.
Proper assignment of channels determines whether sounds will dropout or play.

[This message has been edited by aktrekker (edited 01-20-2002).]

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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-20-2002 06:18 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Excellent.

quote:
Originally posted by aktrekker:
3) ... Just use Level1 instead of tut1. You can mix and match letters and level names, pcwadsfx doesn't care.

Just want to clarify the above statement. Is it therefore valid to give pcwadsfx the following command:

'pcwadsfx Level1 X'

..as long as each sound required for inclusion in the Level1 WAD has the letter X in the corresponding sounds.txt line?

e.g.

BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #X


[This message has been edited by Wee Bald Man (edited 01-20-2002).]

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aktrekker
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Posts: 931
From:WA, USA
Registered: Apr 2001

posted 01-20-2002 06:59 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Yes. Level1 tells it the name of the wad files to create. X tells it which letter lines to include. Remember, it also includes lines with the letter g.

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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-21-2002 03:18 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Top man, thank you aktrekker. Your help has been invaluable.

Much appreciated,

WBM

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MIRAI/TRT
Junior Member

Posts: 14
From:JAPAN
Registered: Aug 2001

posted 01-21-2002 04:11 AM     Click Here to See the Profile for MIRAI/TRT     Edit/Delete Message   Reply w/Quote
Ciao!

Ok, let's see.
I'm a sound engineer for playstation games.
And I work for Yamaha...
so lets have at this problem...

I spent amount a month changing that script file but I have to use my memory as that was August last year.

-----

Volume,
sound frequency pitch,
radius of sound volume.


> P (Possibly Priority which over-rides CH channel setting given below)
> V ??
> R (Right Stereo Channel)
> N ??
> L (Left Stereo Channel)
>
> CH10 (Sound channel to use when playing sound - as in 4, 8, 16, 32, 64
> channel)

L & R aren't stereo channels because you wouldn't need that.
The TR coding is sweeping around the sound panning field according to Lara's position.
Which you can also set on the earlier versions of TR. (camera or lara)

L = LOOP on or off (no 'L' = one shot mode)
Which is a cause of some problems as different objects use the same sounds,
thus if you turn off the loop on one sound you can cause a problem elsewhere. For instance one of the doors is connected to the moving block sound.


Also CH does not mean track channel in that sense.
Because the variables given are substantial amounts indicating
it is a proportion of something.
It could also mean CHORUS and other such things.
It may be a left over from the playstation version.
Not sure until I test it.

P, V & R are connected to Pitch, Volume & Radius.
How I am not sure.

F*** knows what 'N' is. I can only see about 1 example of it.

cheers dudes
MIRAI

ps. you can't ADD to the sound script file.
You will get a major error, as it assigns all the sounds to the wrong locations.
There is a set amount. You can only take away
and replace sounds with others.
Also some locations have a warning about not replacing them.
There are also some empty spaces to add your own. I added rain, clock noises, foot step echo and such.


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Wee Bald Man
Member

Posts: 576
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 01-21-2002 04:48 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Thanks Mirai.

If anyone gets any test results which aren't covered here please let me know.

WBM

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