If I change the sounds directory in a mod, from the default /sounds one to something with subdirs, how do I tell spring of the new path? Currently it crashes if I do this and I don't get anything in infolog.
Some items in sounds/ are explosions, some are unit selection sounds, some are weapon firing sounds etc. It would make sense to have different subdirs for these, so that different sound items can be created to them.
Change sounds directory structure
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Change sounds directory structure
XTA uses soundcategories instead, as for example here for arm_adv_sonar station, the sound in unitdef is only ARM_SONAR:
http://code.google.com/p/xta-springrts/ ... tation.fbi
Then in sound.tdf you have the categories defined, but they do not have any path info.
http://code.google.com/p/xta-springrts/ ... /sound.tdf
Therefore I thought that the engine assumes all sounds are always in sounds/ and that it also adds the .wav extension. But since Evo has a different dir-structure and still uses the same engine, I realise I was wrong.
But I now added a filter in sounds.lua that handles the processsing, instead of reading files from different directories.
http://code.google.com/p/xta-springrts/ ... tation.fbi
Then in sound.tdf you have the categories defined, but they do not have any path info.
http://code.google.com/p/xta-springrts/ ... /sound.tdf
Therefore I thought that the engine assumes all sounds are always in sounds/ and that it also adds the .wav extension. But since Evo has a different dir-structure and still uses the same engine, I realise I was wrong.
But I now added a filter in sounds.lua that handles the processsing, instead of reading files from different directories.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Change sounds directory structure
Ahhh ok :-D