I use a mp3 to play a sound when ever i got motion
blur this is the call
C_BaseEntity::EmitSound( filter, 0, "Prime.BlurFX" );
The sound script looks like this
"Prime.BlurFX"
{
"channel" "CHAN_STATIC"
"volume" "0.37"
"pitch" "100"
"soundlevel" "0"
"wave" "*#weapons/blur.mp3"
}
So i dont know if its your code, or what...
Adam
--- Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> No one knows? I mean even people testing mp3s. I
> just need to know if its
> our problem.
>
> On 8/30/06, Ryan Sheffer <[EMAIL PROTECTED]>
> wrote:
> >
> > During recent mod testing my team has come across
> some issues with sound
> > script entries using MP3 format sound files.
> > This problem only occurs on Dedicated Servers
> which we test on. The crash
> > is server side.
> >
> > Example script entry:
> >
> > "song_hl1_20"
> > {
> > "channel" "CHAN_STATIC"
> > "volume" "0.4"
> > "pitch" "100"
> >
> > "soundlevel" "0"
> >
> > "wave" "*#music/hl1_song20.mp3"
> > }
> >
> > The only thing that can be changed in that script
> to prevent the crash is
> > changing the mp3 song to some wav sound or
> removing the entry, which isnt an
> > option. The dump doesn't give a lot of
> information, the sound is sent to the
> > engine where it crashes.
> >
> > SoundEmitterSystem line 836
> >
> > #if defined( CLIENT_DLL )
> > enginesound->EmitAmbientSound(
> params.soundname, params.volume,
> > params.pitch, iFlags, soundtime );
> > #else
> > engine->EmitAmbientSound(entindex, origin,
> params.soundname,
> > params.volume, params.soundlevel, iFlags,
> params.pitch, soundtime );
> > #endif
> >
> > Crashes right on the engine call there, the
> server.
> > Only way I have gotten around this is by checking
> if its dedicated and if
> > the sound is mp3.
> >
> > So now I am just hoping Valve can give me a hand
> with a correct fix to
> > this.
> > Here is the crash dump just in case.
> >
> >
>
http://www.obsidianconflict.com/ocdownloads/Steam__107334__2006_8_31T0_21_17C44468.mdmp
> >
> > Maybe someone else has this problem? Im really
> wondering if its a problem
> > we caused somewhere.
> > Thanks for your time. :)
> > --
> > ~skidz
> >
>
>
>
> --
> ~skidz
> --
>
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--------
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