Game Development Community

Sound player not working

by Alexander B · in Game Mechanics Kit · 10/19/2009 (8:02 am) · 16 replies

I have been trying to get the sound player working however it won't work at all. I have put the sound player in then put in the music for it to load and made a trigger called startplayer01 (or whatever the sound player object is called) and then insert play and when i save it and reload it doesn't play any sound when i walk into the trigger. I tried putting the sound up but no success.

Thanks in advance.

#1
10/24/2009 (7:33 am)
bump
#2
11/16/2009 (12:45 pm)
@Alexander My sound player doesnt seem to be working either.


I had 3 sound emitters in my map before merging GMK, after GMK the sound emmitters no longer work and the sound player from GMK doesnt appear to work either.

Nothing I do has appeared to work in getting sound back.

I am using T3D 1.0.1 and the latest GMK
#3
11/17/2009 (3:41 pm)
@Donald Teal

Alexander is using TGE 1.5.2 and there was a bug that eventually was fixed in GMK 1.2.6

But for T3D there were no such problems. Does 'Orcs Rule' demo has music for you? It uses soundPlayer to play it.
#4
11/17/2009 (4:01 pm)
@Yuri,

No, there is no sound in the orcs rule demo. Not sure what happened, does sound player over ride the sound emitters in torque?

get this for all sounds

DescCreated 3427
SFXProfile((null))::onAdd: The preload failed!
ProfileCreated 3428
SFXSource::_create() - Could not create device buffer!
SFXSystem::createSource() - Creation failed!
Profile: (null)
Filename: scripts/server/logickingMechanics/soundPlayer.cs
#5
11/20/2009 (10:33 am)
seems to have been an issue with how VS was set up. had to redo install after hard drive failure and now sound is working fine.
#6
04/09/2010 (5:49 am)
I seem to be having an issue with my sound emitters as well. They work fine on the PC I developed the game but the second I move it to another PC for testing my sound fails to play the Sound Emitter green box turns black, and in the console log I get
SFXSource::create() - Could not create device buffer!
SFXSystem::createSource() - Creation failed!
Profile: (null)
FileName: (null)

I have the Sound emitter set up not to use a profile but a filename, (Which according to the inspector is NOT null)
I am using Torque 3d 2009
#7
04/09/2010 (6:01 am)
@Joushua
You have to get licensed version of T3D and GMK before I can help you with the issue.
#8
04/13/2010 (6:32 am)
I've just tried to recompile and the exe i compiled has no sound.
but the gmk.exe that came with GMK has sound, both running from the same directory spot ie:
C:\Torque\TGEA_1_8_2\Projects\mygame\game
#9
05/19/2010 (8:44 pm)
BUMP

I can get the sound working with the .exe sent with the download, but my compiled .exe (on a fresh unmodified 1.8.2) is alot smaller than yours.

something is missing.

the only sounds I can hear are the physics impact sounds, all others (like the door opening, and the siren in the orks rule demo) are not going.

What code do you need from me to look into this?
I will have more info tonight.
#10
05/20/2010 (6:38 am)
@Alaric
I've been testing TGEA 1.8.2 for a while and it's seems like it doesn't play *.ogg files, and plays only *.wav.
It's not SOundPlayer issue, but the one of TGEA.
It's very strange, but as for now I have no other explanation.
I think some test with ogg files (different format, quality etc) have to be made before any conclusions.
#11
05/24/2010 (9:13 pm)
should be easy to find if you were to make a new build from fresh downloads, like we have to do, and if the problem is in your fresh build just compare it to your working one.
the differance.should show.

i can't do it because i don't know how, or what you added, to make your orks rule demo work perfectly.

you got the code mostly working, but i can't get an executive that works as well as your demo exe.

-same thing with the vision issue in the other thread, both bugs should be apparent

...hopefully :)
#12
05/25/2010 (2:44 pm)
This should help with the .ogg files and tgea 1.8.2:
http://www.torquepowered.com/community/forums/viewthread/104105/1#comment-688845
#13
05/27/2010 (5:25 am)
thanks, im looking into it.
Will post the results.
#14
05/28/2010 (4:56 am)
that looks like it may be it, but am i trying to edit my code?
i can compile the Template unmodified game just fine and it works, when i integrate GMK is when we loose sound, so it looks like the GMK isn't actually up to 1.8.2, its still on an older version.

any place to read how to do the changes in that post you linked?
further it says i would need to merge one of the demo games into my build to fix all of the changes.

which files do i edit to get the sound back?
please in laymans terms, for beginners :)

can't the GMK files be updated to work, before integrating?

#15
05/28/2010 (9:02 am)
Try this:

1. Do a clean install of TGEA 1.8.2.

2. Create a new project with the wizard.

3. Add the line
addProjectDefine( 'TORQUE_OGGVORBIS' );
to the project.conf file of your project.
For example TGEA_1_8_2\Projects\my project name here\config

4. Run generateProjects.bat from your project directory.

5. Compile your project

6. Test if the .ogg files play in your build.

If they work continue below:

7. Follow the GMK install instructions for TGEA to install it in the project directory you created at step 2.

8. Compile

9. ogg.should work now.

Let me know if this works for you :-)
#16
05/30/2010 (11:28 pm)
kick ass and thanks man. that did it!
sound works great!

so what does generateProjects.bat do for/to the game engine?
let me know if i can help with anything Art related, and ill try to return the favor.