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SFXProfile(audiotest)::onAdd: The preload failed!

by Ingo Seidel · in Technical Issues · 11/25/2009 (7:56 am) · 1 replies

Hi,

I am having troubles with sound in TGEA. There are already some older threads about this topic in the forum but unfortunately they didn't help...

On mission load, the console always says: SFXProfile(audiotest)::onAdd: The preload failed!

Here are my SFXDescription and SFXProfile:

datablock SFXDescription(AudioDefault3d)
{
   volume   = 1.0;
   isLooping= true;

   is3D     = true;
   ReferenceDistance= 20.0;
   MaxDistance= 100.0;
   channel = $SimAudioType;
};

datablock SFXProfile(audiotest)
{
   filename = "~/data/sound/homersimpson";
   description = "AudioDefault3d";
   preload = true;
};

and this is the datablock in my mission file:

new SFXEmitter(homer) {
      canSaveDynamicFields = "1";
      Enabled = "1";
      position = "919.353 597.045 -57.9283";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      Profile = "audiotest";
      fileName = "scriptsAndAssets/data_icura/sound/homersimpson.wav";
      playOnAdd = "1";
      isLooping = "1";
      channel = "2";
      volume = "1";
      is3D = "1";
      referenceDistance = "10";
      maxDistance = "50";
      coneInsideAngle = "360";
      coneOutsideAngle = "360";
      coneOutsideVolume = "0";
   };

Of course, I execute the audioProfiles file correctly: Exec("./scripts/audioProfiles.cs");
The profile "audiotest" also appears in the Torque World Editor, but nothing happens when I activate it. Why is the preload not working correctly? I also tried different .wav and .ogg files, nothing worked...

#1
12/01/2009 (10:32 am)
which reasons can there be for a failing preload? this is what the console says...

Loading compiled script D:/Itchy Feet/Projects/Itchyfeet/game/scriptsAndAssets/server/scripts/audioProfiles.cs.
SFXProfile(audiotest)::onAdd: The preload failed!

i am a little helpless here :-)