Product Chat / NEED HELP! Runtime Error 3002

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nuncio
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Posted: 19th Nov 2016 22:00
hi there. i have an emergency problem.
i wanted to change some of the sounds in the audiobank, i wanted the cleopatra to have another sound. i changed the sound with another file and i changed some other files for some other characters. and now everytime i want to testplay i get runtime error 3002. i put the old files back in and now it works. my question is now: how can i change the sound files? what do i have to think about? only mono files f.e.? i saw that the originals were mono and my file was stereo.
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synchromesh
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Posted: 20th Nov 2016 00:00 Edited at: 20th Nov 2016 00:01
RUNTIMEERROR_SOUNDLOADFAILED 3002 ..... That's the problem ...

Yes they should be in mono ....
Depending on your sound program see if it has a "Save As" and select " Single Mono, 44,100 Hz, 16 bit PCM wave file. " or similar ..
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nuncio
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Posted: 20th Nov 2016 00:17
thats all? i have thought this was the reason. great. now it's working.
another question:

in the audiobank folder there are specific folders like "soldier", "female" etc. and there are subfolders that are named "ondeath" or "onhurt". in these folders there are files that have numvers from 0 to 3. is it right that GG plays these files everytime the character is dying or hurt? when i add more files to the folder like 04, 05 will these files be played or does it crash? must the maximum number of files be changed somewhere?
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Pirate Myke
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Posted: 20th Nov 2016 00:28
Quote: "in the audiobank folder there are specific folders like "soldier", "female" etc. and there are sub folders that are named "ondeath" or "onhurt". in these folders there are files that have numbers from 0 to 3. is it right that GG plays these files every time the character is dying or hurt? when i add more files to the folder like 04, 05 will these files be played or does it crash? must the maximum number of files be changed somewhere?"


These should be played as random choices for the engine to choose from. Now if you can have more then what is listed, I am not sure if there is a hard coded limit.

You could add a few more following the naming conventions and see if it will run without error. See if it will play one of them randomly.
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synchromesh
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Posted: 20th Nov 2016 00:33
I have replaced them which works great ... But to be honest I have never tried adding 4, 5, 6 for example ...
I don't think you can do any harm trying though
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nuncio
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Posted: 20th Nov 2016 01:47
i just tried. it works but the all the sounds from the "on death" folder are very quiet when played in the game. can that be possible?
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Belidos
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Posted: 20th Nov 2016 02:03
I thibk the plater and character sounds are a set volume individually so you would probably need to Increase the volume of them in an audio editing software.

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Teabone
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Posted: 20th Nov 2016 04:29
Quote: "i just tried. it works but the all the sounds from the "on death" folder are very quiet when played in the game. can that be possible?"


I've noticed this too. I created a bunch of death sounds for the Androids in the Sci-Fi theme. They all play at random but at half the volume for some reason. I'm assuming they are being reduced by hard-coded means.
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nuncio
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Posted: 20th Nov 2016 04:50
yes but the volume is also different every time. so i hear one death scream and i think this one is good but the next ones are too quiet again.
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Tarkus1971
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Posted: 20th Nov 2016 10:00
Is the volume dependent on distance from the player? Louder the closer they are or just random volumes?
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smallg
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Posted: 20th Nov 2016 15:08
Character sounds should automatically adjust based on distance, you can try adding a SetSoundVolume(100) after the PlayCharacterSound() in the exit(e) function of the script if you want it always full volume.
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nuncio
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Posted: 25th Nov 2016 13:18
i just tried it: the sounds of the dying soldier are also almost silent, when i step right in front of the soldier so that he can harm me with his fists and shoot the guy.
nevermind, i guess i don't care about it anymore.
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