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I am just going to take a guess, but I am guessing your fsb path structure is either not made properly or you are not calling the correct path.

The path is project/eventgroup/event you'll see the path at the top when you click on one of your simple events in fmod.

This path is also what you want to call in game.

 

I have made it like you said. The path is "mosin/gunshot/mosinfire" and I placed it in modmain.lua and weapon.lua in Assets as:   

Asset( "SOUND", "mosin/gunshot/mosinfire" )

and it crashed.

When I have tried with:

Asset( "SOUND", "mosin/gunshot/mosinfire.fsb" ), and Asset( "SOUND", "mosin/gunshot/mosinfire.fev" )
it had crashed too.

It can't hear sound in game or it just crashes.

I attach mosin.fdp just in case.

mosin.fdp

Edited by Yakuzashi
update

The path I meant is for the Soundemitter not the Asset

    Asset("SOUNDPACKAGE", "sound/mosin.fev"),
    Asset("SOUND", "sound/mosin.fsb"),

inst.SoundEmitter:PlaySound("mosin/gunshot/mosinfire")

Assets should be where assets are defined either in the prefab files or modmain.

Seeing as the sound is originating from the weapon but I am not sure, if sound emitters in inventories work.

Maybe try making it owner.SoundEmitter instead.

Also is there any functional difference between your identical functions?

I'll check it out later, when I get some spare time.

Thank you. If you mean onattack_gun and mosinfire functions, the first one is to play sound when bullet hits and the second one is for gunshot sound. I have used the same sound for both as an indicator in case I screwed something up. Owner instead of entity didn't work too.

Edited by Yakuzashi
last sentence

Does the sound play in your fmod designer? If you could attach your fmod folder with the sounds etc. I'll see if something is a miss there. As I can't really troubleshoot much more on the code side at this time. I'll check it out tomorrow as I am away atm.

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