Sound Descriptors

Post » Mon Jun 18, 2012 2:36 pm

I'm trying to put some custom sounds in the game. Right now I'm trying to replace the sound in a duplicated MAGFirebolt01ChargeSD . I've made my own custom sound which duplicates the format of the original firebolt sound (32000Hz, 16-bit, Mono, Windows PCM) but when I attempt to play the sound in the editor it the following error occurs:

"AUDIO: Unable to open Audio file:MAGTest01ChargeSD

'Yes to all' will disable all Warnings for this context."

I don't get this error when auditioning the original Sound Descriptor, and the only difference is that in the custom descriptor, the path to the wave is \Data\Sound\FX\mgk\test\mgk_ki_01_charge.wav instead of the vanilla path which doesn't list \Data\Sound and uses the firebolt folder instead of test, I assume because it's in a .bsa.

So is this error because my file format is wrong? Maybe the path?

Thanks in advance.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Mon Jun 18, 2012 8:56 pm

hi, custom sound descriptors are bugged because of the \ at the begining of your path

open your esp with tevsnip and remove the \ at the begining of your path and it will work
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Mon Jun 18, 2012 7:24 pm

open your esp with tevsnip and remove the \ at the begining of your path and it will work


As I think this is related to the music bug in the CK, I tried opening a music plugin in TESSnip, as you suggested. However, I can't find any function to edit any filepath. Any clarification?
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Mon Jun 18, 2012 5:50 pm

can you screen shot what you see when you open your esp with tessnip plz ?
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Tue Jun 19, 2012 12:31 am

can you screen shot what you see when you open your esp with tessnip plz ?
http://oi39.tinypic.com/35hemx2.jpg. Disregard the song titles, I know some people find that a sore spot. :ph34r:
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Tue Jun 19, 2012 2:39 am

Ok path data is stored in the ANAM subrecord of the MUST record.

Just click on the MUST that is not working in the top left window. Then click on the ANAM subrecord in the bottom left window, it should display the path on the right window.

To change the path, right click on the ANAM subrecord and choose edit.

Ps: I suggest you to download the TESVSNIP edition before to do manipulations. Your version is for Fallout 3 not for Skyrim.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Tue Jun 19, 2012 3:13 am

Ah, thanks! That worked wondrously. Seems like the slash-bug isn't related to the music bug, though. Will play around with the file paths and see what I can come up with :)
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Mon Jun 18, 2012 9:08 pm

Yes it's strange I
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Mon Jun 18, 2012 3:12 pm

hi, custom sound descriptors are bugged because of the \ at the begining of your path open your esp with tevsnip and remove the \ at the begining of your path and it will work

This did it, thanks!

For anyone who stumbles across this thread from the internet, http://skyrim.nexusmods.com/downloads/file.php?id=5064 is the program you need. Sound (effects, etc) will show up in SNDR and music will show up under MUST.
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am


Return to V - Skyrim