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Found 60 results

  1. everytime i watch a reply of a friend i loos the sound of my feet forcing me to exit
  2. When spectating someone and they complete a level, the boost ability loses its sound, not much of a difference but still a bug, i pefer to hear when the ability is working
  3. Watch any replay for a level on the leaderboard, and afterwards, much of the audio related to movement will be missing, such as the sound made when you jump.
  4. After viewing a friend's replay, I no longer hear player sound effects such as footsteps or boost noises. Other sound effects from the level are still present.
  5. footsteps and the gaining speed sound just disappears after watching replays
  6. I am making custom character mod for singleplayer Don't Starve and I made it so my character uses Warbucks' sounds. The problem is that his voice is very, very quiet. Is there anything I can do to make these sound play louder?
  7. I am using this guide to make my own character and I would like to use existing Warbucks' sounds, but I do not know where is the localization of his sounds or how make them play. Could you help me? I tried to replace "wilson" with "warbucks" but no luck.
  8. After i'm done watching a replay from the leaderboard i loose sound effects, no jumping or strafing sound. Map and course is irrelevant
  9. I alt tabbed, cliked out and instantly tabbed back in. Resault was me losing all audio but the menu sounds...
  10. Basicamente luego de ver una repetición de cualquier circuito el sonido que deberian hacer mis saltos no se escucha y por ahora la unica solución que tengo es reiniciando el juego.
  11. Footstep audio seems to stop after spectating another player, or watching a replay. Only way to fix is to restart.
  12. I've been working on this for a while. I'm giving up now. I think it will be better for me to get help. I'm making a weapon mod. I cannot add the sound file. This is my prefab. local assets= { Asset("ANIM", "anim/excalibur.zip"), Asset("ANIM", "anim/swap_excalibur.zip"), Asset("ATLAS", "images/inventoryimages/excalibur.xml"), Asset("IMAGE", "images/inventoryimages/excalibur.tex"), Asset("SOUNDPACKAGE", "sound/excalibur_sound.fev"), Asset("SOUND", "sound/excalibur_sound.fsb"), } local function IsValidVictim(victim) return victim ~= nil and not (victim:HasTag("sword") or victim:HasTag("kill") or victim:HasTag("king")) and victim.components.health ~= nil and victim.components.combat ~= nil end local function OnAttack(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_attack") end local function OnTool(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_tool") end local function onattack(attacker, target) if not target:IsValid() then return end if target.components.combat ~= nil then target.components.combat:SuggestTarget(attacker) end if target.components.sleeper ~= nil and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end end local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_excalibur", "excalibur") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_equip") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_unequip") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:SetPristine() MakeInventoryPhysics(inst) MakeHauntableLaunch(inst) anim:SetBank("excalibur") anim:SetBuild("excalibur") anim:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetDamage(50) inst.components.weapon.onattack = OnAttack inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CHOP) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(250) inst.components.finiteuses:SetUses(250) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("lootdropper") inst:AddComponent("tradable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "excalibur" inst.components.inventoryitem.atlasname = "images/inventoryimages/excalibur.xml" inst:ListenForEvent("equip", function(inst, data) onequip(inst, data) end) inst:ListenForEvent("unequip", function(inst, data) onunequip(inst, data) end) return inst end return Prefab("common/inventory/excalibur", fn, assets, prefabs) What am I doing wrong?
  13. Bonjour, quand nous passons en mode spectateur, beaucoup de sons disparaissent et nous devons redémarrer le jeu
  14. sometimes after watching a replay, my sound cuts out! stop it!
  15. No sound when entering world when green sis talking
  16. No sound when entering world when green sis talking
  17. I beat this stage with the double jump by jumping on the edge of the door to the above platform past it. Then I use the slant below it to gain speed and double jump into the end goal. My assumption is that never having landed on "solid" ground again for some reason messes with the jump sounds upon resetting.
  18. After spectating other players, or after viewing a replay, Jumping/strafing and other sounds are muted until The program is restarted.
  19. All of my mods audio is not the same volume as the in-game setting. I think it has something to do with the FSB tool but I can't figure out what it is. I can provide pictures if needed.
  20. шаги и звуки смерти не издают звук, все настройки звука на максимум
  21. шаги и звуки смерти не издают звук, все настройки звука на максимум
  22. I think once I watched a leaderboard replay, they all cut out. What I mean is like when you bhop theres the strafe sounds, and when you jump it has the little donk sound. This is driving me insane
  23. After entering and exiting a replay, all in game SFX audio seems to stop and does not return at all. This includes important audio cues such as boost fills and bounces.
  24. Alright so there are dicsk and aboalls int mhya ass so it was very noisy and uncomforataboel so y9ouknl know okay?llk;/ "E