--
[ Picked text/plain from multipart/alternative ]
Thank you, I will look into this.
Certain mp3s are playable without problems, just not the ones used in Valves
HL2 maps it seems.
Again I will take a closer look into this. Thank you.
Ryan
On 9/2/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> 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
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --------
> Nigredo Studios http://www.nigredostudios.com
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--
~skidz
--
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders