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Ambset sounds not working on mediterranean climate

Posted: 13 Nov 2020, 17:09
by Gonzalo
Hi, you know I made beside tundra climate mediterranean climate with ambient sounds corresponding to each one of the climates. All worked till I discovered that weather (rain and snow) crashed the game on those climates. Then I made a laborious task of re-installing my mod to EE4 9.0. I discovered by reductio in absurdum that the problem was the audio databases, and corrected, but then only either of both climates had ambient sounds, Tundra OR Mediterranean =( ... Now I have tundra climate with ambient sounds, though some loops don't work. Any help would be appreciated. Code is shown below:

Code: Select all

//	DbAmbientAudio.ddf - ambient audio database records
//
//	---------------------------------------------
//	Generic ambient audio components: weather
//	---------------------------------------------

DbAmbientWeatherSoundSet ambset_rainlt
{
	weather = RainLt
	loopingSounds =
	[
		{sound = ambloop_rainlt; priority = 1}
	]
	cutoffPriority = 0.5
	minVolume = 1.0
}

DbAmbientWeatherSoundSet ambset_rainhv
{
	weather = RainHv
	loopingSounds =
	[
		{sound = ambloop_rainhv; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.5
	minVolume = 1.0
}

DbAmbientWeatherSoundSet ambset_snowlt
{
	weather = SnowLt
	loopingSounds =
	[
		{sound = ambloop_snowlt; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.5
	minVolume = 1.0
}

DbAmbientWeatherSoundSet ambset_snowhv
{
	weather = SnowHv
	loopingSounds =
	[
		{sound = ambloop_snowhv; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.5
	minVolume = 1.0
}

DbAmbientWeatherSoundSet ambset_dustlt
{
	weather = DustLt
	loopingSounds =
	[
		{sound = ambloop_dustlt; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.5
	minVolume = 1.0
}

DbAmbientWeatherSoundSet ambset_dusthv
{
	weather = DustHv
	loopingSounds =
	[
		{sound = ambloop_dusthv; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.5
	minVolume = 1.0
}

//	---------------------------------------------
//	Generic ambient audio component for water
//	---------------------------------------------

DbAmbientSoundSet ambset_water
{
	loopingSounds =
	[
		{sound = ambloop_sea_waves_01; priority = 1}
		{sound = ambloop_sea_waves_02; priority = 1}
	]
	sounds =
	[
		{sound = amb_sea_gulls_01; priority = 1}
		{sound = amb_sea_gulls_02; priority = 1}
		{sound = amb_sea_gulls_03; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.3
}

//	---------------------------------------------
//	Temperate climate
//	---------------------------------------------

DbAmbientSoundSet ambset_land_temperate
{
	loopingSounds =
	[
		{sound = ambloop_land_01_temp; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.3
}

DbAmbientSoundSet ambset_forest_temperate
{
	loopingSounds =
	[
		{sound = ambloop_forest_01_temp; priority = 1}
		{sound = ambloop_forest_02_temp; priority = 1}
	]
	sounds =
	[
		{sound = amb_temp_bird_call_01; priority = 1}
		{sound = amb_temp_bird_call_02; priority = 1}
		{sound = amb_temp_bird_call_03; priority = 1}
		{sound = amb_temp_crow_solo; priority = 1}
		{sound = amb_temp_hawk_multiple; priority = 1}
		{sound = amb_temp_hawk_solo; priority = 1}
		{sound = amb_temp_loon_call; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.5
}

DbAmbientMasterSoundSet ambient_master_set_temperate
{
	weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
	waterSoundSet = ambset_water
	landSoundSet = ambset_land_temperate
	forestSoundSet = ambset_forest_temperate
}

//	---------------------------------------------
//	Tropical climate
//	---------------------------------------------

DbAmbientSoundSet ambset_land_tropical
{
	loopingSounds =
	[
		{sound = ambloop_land_01_jungle; priority = 1}
	]
	sounds =
	[
		{sound = amb_jungle_bird_calling; priority = 1}
		{sound = amb_jungle_bird_chatting; priority = 1}
		{sound = amb_jungle_bird_chatting_2; priority = 1}
		{sound = amb_jungle_monkey_call; priority = 1}
		{sound = amb_jungle_thing; priority = 1}
		{sound = amb_jungle_thing_2; priority = 1}
		{sound = amb_jungle_thing_3; priority = 1}
		{sound = amb_jungle_thing_4; priority = 1}
		{sound = amb_jungle_thing_5; priority = 1}
		{sound = amb_jungle_thing_6; priority = 1}
	]
	oneShotFreq = 4
	cutoffPriority = 0.2
	minVolume = 0.3
}

DbAmbientSoundSet ambset_forest_tropical
{
	loopingSounds =
	[
		{sound = ambloop_forest_01_jungle; priority = 1}
		{sound = ambloop_forest_02_jungle; priority = 1}
	]
	sounds =
	[
		{sound = amb_jungle_bird_calling; priority = 1}
		{sound = amb_jungle_bird_chatting; priority = 1}
		{sound = amb_jungle_bird_chatting_2; priority = 1}
		{sound = amb_jungle_monkey_call; priority = 1}
		{sound = amb_jungle_thing; priority = 1}
		{sound = amb_jungle_thing_2; priority = 1}
		{sound = amb_jungle_thing_3; priority = 1}
		{sound = amb_jungle_thing_4; priority = 1}
		{sound = amb_jungle_thing_5; priority = 1}
		{sound = amb_jungle_thing_6; priority = 1}
	]
	oneShotFreq = 15
	cutoffPriority = 0.2
	minVolume = 0.5
}

DbAmbientMasterSoundSet ambient_master_set_tropical
{
	weatherSoundSets = [ambset_rainlt ambset_rainhv]
	waterSoundSet = ambset_water
	landSoundSet = ambset_land_tropical
	forestSoundSet = ambset_forest_tropical
}

//	---------------------------------------------
//	Arid climate
//	---------------------------------------------

DbAmbientSoundSet ambset_land_arid
{
	loopingSounds =
	[
		{sound = ambloop_land_01_arid; priority = 1}
		{sound = ambloop_land_02_arid; priority = 1}
	]
	sounds =
	[
		{sound = amb_arid_bugs; priority = 1}
		{sound = amb_arid_hawk; priority = 1}
		{sound = amb_arid_insect_buzz; priority = 1}
		{sound = amb_arid_rattler; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.3
}

DbAmbientSoundSet ambset_forest_arid
{
	loopingSounds =
	[
		{sound = ambloop_land_01_arid; priority = 1}
		{sound = ambloop_land_02_arid; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.5
}

DbAmbientMasterSoundSet ambient_master_set_arid
{
	weatherSoundSets = [ambset_rainlt ambset_rainhv /* ambset_dustlt */ ambset_dusthv]
	waterSoundSet = ambset_water
	landSoundSet  = ambset_land_arid
//	forestSoundSet = ambset_forest_arid
}

//	---------------------------------------------
//	Mediterranean climate
//	---------------------------------------------

DbAmbientSoundSet ambset_land_mediterranean
{
	loopingSounds =
	[
		{sound = ambloop_land_01_mediterranean; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.3
}

DbAmbientSoundSet ambset_forest_mediterranean
{
	loopingSounds =
	[
		{sound = ambloop_forest_01_tundra; priority = 1}
		{sound = ambloop_forest_02_tundra; priority = 1}
	]
	sounds =
	[
		{sound = amb_mediterranean_bird_call_01; priority = 1}
		{sound = amb_mediterranean_bird_call_02; priority = 1}
		//{sound = amb_tundra_bird_call_03; priority = 1}
		//{sound = amb_tundra_bird_call_04; priority = 1}
		//{sound = amb_tundra_bird_call_05; priority = 1}
		//{sound = amb_tundra_crow_solo; priority = 1}
		//{sound = amb_tundra_hawk_multiple; priority = 1}
		//{sound = amb_tundra_hawk_solo; priority = 1}
		//{sound = amb_tundra_loon_call; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.5
}

DbAmbientMasterSoundSet ambient_master_set_mediterranean
{
	weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
	waterSoundSet = ambset_water
	landSoundSet = ambset_land_mediterranean
	forestSoundSet = ambset_forest_mediterranean
}

//	---------------------------------------------
//	Tundra climate
//	---------------------------------------------

DbAmbientSoundSet ambset_land_tundra
{
	loopingSounds =
	[
		{sound = ambloop_land_01_tundra; priority = 1}
		{sound = ambloop_land_02_tundra; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.3
}

DbAmbientSoundSet ambset_forest_tundra
{
	loopingSounds =
	[
		{sound = ambloop_forest_01_tundra; priority = 1}
		{sound = ambloop_forest_02_tundra; priority = 1}
	]
	sounds =
	[
		{sound = amb_tundra_bird_call_01; priority = 1}
		{sound = amb_tundra_bird_call_02; priority = 1}
		{sound = amb_tundra_bird_call_03; priority = 1}
		{sound = amb_tundra_bird_call_04; priority = 1}
		{sound = amb_tundra_bird_call_05; priority = 1}
		{sound = amb_tundra_crow_solo; priority = 1}
		{sound = amb_tundra_hawk_multiple; priority = 1}
		{sound = amb_tundra_hawk_solo; priority = 1}
		{sound = amb_tundra_loon_call; priority = 1}
	]
	oneShotFreq = 5
	cutoffPriority = 0.2
	minVolume = 0.5
}

DbAmbientMasterSoundSet ambient_master_set_tundra
{
	weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
	waterSoundSet = ambset_water
	landSoundSet = ambset_land_tundra
	forestSoundSet = ambset_forest_tundra
}

Thanks in advance, I can't figure out what I have missed...

Added after 3 hours 21 minutes 11 seconds:
Problem solved!!

Re: Ambset sounds not working on mediterranean climate

Posted: 13 Nov 2020, 17:22
by Dr.MonaLisa
If problem solved, what was the reason?

Re: Ambset sounds not working on mediterranean climate

Posted: 13 Nov 2020, 18:38
by Gonzalo
Just I found a tricky way: I renamed the ambient set to something neutral, like temperate02...it worked. Now the problem is I can't add new terrain types to this particular climate. I try to add copying existing ones, but unlike in arid, in mediterranean climate it's very difficult. By the way, my mod now that I have copied it to fresh sample of original EE4 almost never crashes!! :)

Re: Ambset sounds not working on mediterranean climate

Posted: 13 Nov 2020, 18:41
by Dr.MonaLisa
All names in .ddf files must be unique. The game usually doesn't recognize which file they are in, so all climates .DDFs are load at once, as if they were in a single file. This is why you can't reuse the same name in Unit Type and such.

Re: Ambset sounds not working on mediterranean climate

Posted: 13 Nov 2020, 19:27
by Gonzalo
Thanks for the hint!!