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Descent 3 - Descent 3 Konstruktion
Geschrieben von: Thomas   
Samstag, 15. August 2009 um 13:35 Uhr

 

You can create your own game sounds by, for instance, recording them. They need to be 16 bit PCM mono (wav files). Once you collected some sounds, you can create entries for them in your gam file to play them from objects and sound sources.

There is an issue with the current version of the level editor D3Edit when using custom sounds for sound sources in your levels. When working on the level, always make sure that the appropriate gam file is loaded first, either manually or by setting up the profile accordingly. Also, make sure that you don't accidentally answer D3Edit's question whether you'd like to unload the current gam file or not in the way so that the file is unloaded before you open your level file. The gam file is needed for your custom things.

Wihout loading the gam file first, when you open a level file (d3l) with D3Edit which contains custom objects or textures, you receive error messages. Since there's obviously something missing, it is not recommended to save a level file in this condition again.

When you open a level file (d3l) with D3Edit without loading the gam file first and the level contains sound sources with custom sounds, there are no error messages.  But just because you won't get error messages does not mean that the level can be saved without issues now. Bear in mind, the gam entries for the sounds are missing, and when D3Edit tries to save the level file, it doesn't know what to apply to these sound sources.

After saving such a level accidentally, it looks like you get one of these two issues.

  • Custom sound sources contain random sounds, taken from the Descent master gam file. This is actually quite mean, because you can't see this error immediately. Your custom sounds are simply replaced with random Descent 3 sounds.
  • Custom sound sources don't contain any sound. This is the easier bit, because in that case the level check finds "empty" sound sources (sound sources that don't have a sound attached to them).

In both cases you have to attach your custom sounds again. This can be quite time consuming when you have many sound sources in a level.

You can only avoid this by always loading your custom gam file in D3Edit first before opening your level file, or even better yet, change its profile so that it loads the gam file automatically.

 

Zuletzt aktualisiert am Freitag, 30. Oktober 2009 um 15:40 Uhr
 
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