by ReX » Mon Feb 12, 2018 9:34 am
In one of my maps from 2017 the player encounters an NPC behind a locked gate. The NPC tells the player that s/he must find an alternative path to the destination.
I was playing around in the game today, and met up with the NPC. His message is delivered in text, but not in audio. In the console I used "PlaySound map11vx2", which is properly defined in SNDINFO, and has a sound file in the Sounds/Messages folder. However, the audio message does not play. I looked at the pk3 file in SLADE3, which indicates the sound type is "Unknown". The file is a Windows Media Audio (wma) file, which is
supported by ZDooM. Therefore, it's puzzling why the sound does not play. I am using GZDooM 3.2.5.
What's even more puzzling is that the sound file was playing fine when I play-tested the game before its release last March. Could the new version of GZDooM have something to do with it? But then, why would SLADE not recognize the wma file format?
In one of my maps from 2017 the player encounters an NPC behind a locked gate. The NPC tells the player that s/he must find an alternative path to the destination.
I was playing around in the game today, and met up with the NPC. His message is delivered in text, but not in audio. In the console I used "PlaySound map11vx2", which is properly defined in SNDINFO, and has a sound file in the Sounds/Messages folder. However, the audio message does not play. I looked at the pk3 file in SLADE3, which indicates the sound type is "Unknown". The file is a Windows Media Audio (wma) file, which is [url=https://zdoom.org/wiki/Sound_format]supported by ZDooM[/url]. Therefore, it's puzzling why the sound does not play. I am using GZDooM 3.2.5.
What's even more puzzling is that the sound file was playing fine when I play-tested the game before its release last March. Could the new version of GZDooM have something to do with it? But then, why would SLADE not recognize the wma file format?