Sounds that are reserved for players...

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Ghastly
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Posts: 6109
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Sounds that are reserved for players...

Post by Ghastly »

I started implementing class-based skins into Q:NA (using the same graphics, but different sounds), but I ran into a small snag while defining the sounds.

I whipped up the SndInfo exactly how I did for the classes themselves, but it throws out a "Sounds that are reserved for players cannot be reassigned" error, even though it works perfectly the player class sounds defined just above it.

Here's the SndInfo:

Code: Select all

//Classes
$PlayerAlias  Q4Player  Male  *Death		Player/Death
$PlayerAlias  Q4Player  Male  *XDeath		Player/Death
$PlayerAlias  Q4Player  Male  *Gibbed		Player/Death
$PlayerAlias  Q4Player  Male  *Splat		Player/Splat
$PlayerAlias  Q4Player  Male  *Pain100	Player/Pain100
$PlayerAlias  Q4Player  Male  *Pain75		Player/Pain75
$PlayerAlias  Q4Player  Male  *Pain50		Player/Pain50
$PlayerAlias  Q4Player  Male  *Pain25		Player/Pain25
$PlayerAlias  Q4Player  Male  *Grunt		Player/Grunt
$PlayerAlias  Q4Player  Male  *Land		Player/Land
$PlayerAlias  Q4Player  Male  *Jump		Player/Jump
$PlayerAlias  Q4Player  Male  *UseFail		Player/Grunt
$PlayerAlias  Q4Player  Male  *Taunt		Q4Player/Taunt
$PlayerAlias  Q4Player  Male  *Poison		Player/Drown
$PlayerAlias  Q4Player  Male  *Gasp		Player/Gasp
$PlayerAlias  Q4Player  Male  *Pain-Drowning	Player/Drown
$PlayerAlias  Q4Player  Male  *Dive		Player/Dive
$PlayerAlias  Q4Player  Male  *Surface		Player/Surface
$PlayerAlias  Q4Player  Male  *Death-Drowning	Player/Drowned
$PlayerAlias  Q4Player  Male  *Falling		Player/Falling

Player/Death		"Sounds/Player/PLYRDEAT.ogg"
Player/Splat		"Sounds/Player/PLYRSPLT.ogg"
Player/Pain100		"Sounds/Player/PLYRP100.ogg"
Player/Pain75		"Sounds/Player/PLYRP75.ogg"
Player/Pain50		"Sounds/Player/PLYRP50.ogg"
Player/Pain25		"Sounds/Player/PLYRP25.ogg"
Player/Grunt		"Sounds/Player/PLYRGRNT.ogg"
Player/Land		"Sounds/Player/PLYRLAND.ogg"
Player/Jump		"Sounds/Player/PLYRJUMP.ogg"
$Random Q4Player/Taunt	{ PLYRTAU1 PLYRTAU2 PLYRTAU3 PLYRTAU4 }
PLYRTAU1			"Sounds/Player/PLYRTAU1.ogg"
PLYRTAU2			"Sounds/Player/PLYRTAU2.ogg"
PLYRTAU3			"Sounds/Player/PLYRTAU3.ogg"
PLYRTAU4			"Sounds/Player/PLYRTAU4.ogg"
Player/Gasp		"Sounds/Player/PLYRGASP.ogg"
$Random Player/Drown	{ PLYRDRN1 PLYRDRN2 }
PLYRDRN1			"Sounds/Player/PLYRDRN1.ogg"
PLYRDRN2			"Sounds/Player/PLYRDRN2.ogg"
Player/Surface		"Sounds/Player/PLYRSRFC.ogg"
Player/Dive		"Sounds/Player/PLYRDIVE.ogg"
Player/Drowned		"Sounds/Player/PLYRDDTH.ogg"
Player/Falling		"Sounds/Player/PLYRFALL.ogg"


//Anderson

$Random Anderson/Taunt	{ ANDRTAU1 ANDRTAU2 ANDRTAU3 }
ANDRTAU1			"Sounds/Player/Anderson/ANDRTAU1.ogg"
ANDRTAU2			"Sounds/Player/Anderson/ANDRTAU2.ogg"
ANDRTAU3			"Sounds/Player/Anderson/ANDRTAU3.ogg"
Anderson/Pain100		"Sounds/Player/Anderson/ANDRPAI1.ogg"
Anderson/Pain75		"Sounds/Player/Anderson/ANDRPAI2.ogg"
Anderson/Pain50		"Sounds/Player/Anderson/ANDRPAI3.ogg"
Anderson/Pain25		"Sounds/Player/Anderson/ANDRPAI4.ogg"
Anderson/Death		"Sounds/Player/Anderson/ANDRDEAT.ogg"
Anderson/Grunt			"Sounds/Player/Anderson/ANDRGRNT.ogg"

$PlayerAlias  Anderson  Male  *Taunt		Anderson/Taunt
$PlayerAlias  Anderson  Male  *Pain100	Anderson/Pain100
$PlayerAlias  Anderson  Male  *Pain75		Anderson/Pain75
$PlayerAlias  Anderson  Male  *Pain50		Anderson/Pain50
$PlayerAlias  Anderson  Male  *Pain25		Anderson/Pain25
$PlayerAlias  Anderson  Male  *Death		Anderson/Death
$PlayerAlias  Anderson  Male  *XDeath		Anderson/Death
$PlayerAlias  Anderson  Male  *Gibbed		Anderson/Death
$PlayerAlias  Anderson  Male  *Grunt		Anderson/Grunt
$PlayerAlias  Anderson  Male  *UseFail		Anderson/Grunt
$PlayerAlias  Anderson  Male  *Land		Anderson/Grunt
As you can see, they're using the exact same method, and it's worked fine for skins I've made, before..
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Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Sounds that are reserved for players...

Post by Ghastly »

DAMNIT! To be able to test a few other things, I commented out what I thought was the bad SndInfo definitions (Anderson's part), but apparently whatever the problem is has spread to the normal player sounds even though I didn't even modify them.

Anyone have any ideas? I'm going to have to scrap the random sounds, if I never get this working.
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