FYI: How to get missing sounds working! (FAQ)
Moderator: Moderators
SOUND TIP
If you follow the guide and it fails try this.
1. Check only SOUND and set sides to EVERYTHING
2. Clean
3. Check only SOUND and set sides to EVERYTHING (again)
4. Munge
Here is the deal. If you fail to set sides to everything the files come out about 50k too small and you have no sound, it must need some of the other munged files?
This is the result of HOURS of testing so don't say I never share. Anyway the guide works if you follow it, but if you fail to do the above and then copy the .lvl from your _lvl_pc folder to the sound folder in your addon level then you will fail.
Hope this helps. I do not have a time to write a guide but I now have 4 custom sound files for my levels that all work.
1. Check only SOUND and set sides to EVERYTHING
2. Clean
3. Check only SOUND and set sides to EVERYTHING (again)
4. Munge
Here is the deal. If you fail to set sides to everything the files come out about 50k too small and you have no sound, it must need some of the other munged files?
This is the result of HOURS of testing so don't say I never share. Anyway the guide works if you follow it, but if you fail to do the above and then copy the .lvl from your _lvl_pc folder to the sound folder in your addon level then you will fail.
Hope this helps. I do not have a time to write a guide but I now have 4 custom sound files for my levels that all work.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
I followed the directions for importing shipped sounds, but now I can't get any sounds working except for the battle dialogue... VisualMunge is reporting all sorts of weird errors... here's my Mungelog:
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\SHO\SHOgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SHO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\shell\shell.sfx
- PR-0927
- Old School Staff
- Posts: 844
- Joined: Fri Dec 31, 2004 9:15 pm
- Location: Kent, OH, U.S.A.
"<<<<<<<<<<<<LOOOK!
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav"
THIS is what I was missing... The quotation mark that goes BEFORE this line... I now got a couple laser sounds working... Still trying to get the walker leg sounds and speeder whistles...
Aaaaaargh this is frustrating...
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav"
THIS is what I was missing... The quotation mark that goes BEFORE this line... I now got a couple laser sounds working... Still trying to get the walker leg sounds and speeder whistles...
Aaaaaargh this is frustrating...
Are these errors ok? Or did I do something wrong?
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shocw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx - while munging C:\BF2_ModTools\data_SHO\Sound\worlds\sho\shogcw.sfx
I just figured... if the game is unable to read my file list, then it would only make sense that my sounds aren't working... I'm still new to this...
Thus far I have the laser sounds working for the AAT and the Republic one man ATST... No matter what I do, the other sounds just won't work... Does anyone have some working example files I could see?
Thus far I have the laser sounds working for the AAT and the Republic one man ATST... No matter what I do, the other sounds just won't work... Does anyone have some working example files I could see?
Last edited by froshthewookie on Mon Mar 27, 2006 6:40 pm, edited 1 time in total.
- PR-0927
- Old School Staff
- Posts: 844
- Joined: Fri Dec 31, 2004 9:15 pm
- Location: Kent, OH, U.S.A.
- PR-0927
- Old School Staff
- Posts: 844
- Joined: Fri Dec 31, 2004 9:15 pm
- Location: Kent, OH, U.S.A.
well occording to Rends visualmunge doesn't actually realize that the files or there or it can't find it. I don't know. But those errors are nothing.froshthewookie wrote:I just figured... if the game is unable to read my file list, then it would only make sense that my sounds aren't working... I'm still new to this...
Thus far I have the laser sounds working for the AAT and the Republic one man ATST... No matter what I do, the other sounds just won't work... Does anyone have some working example files I could see?
Sorry i can't explain it but those errors aren't really important.
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Well that´s quite not correct.MajinRevan wrote:The sounds will not all work until Psych0fred releases premunged stuff for SWBF II.
- Majin Revan
In my Coruscant city (SWBF2) version i got ALL vehicle sounds working and also the gun/cannon sounds (except the Droid Gunship gunnergun)
I also got the sound regions working (example: echo effect in halls)
In TAWpinx RhenVar citadel conversion i got the sound regions working and the windsound outside ( i used the one from Mygeto because there are no Rhen var sounds present in SWBF2)
If it´s not working then there is an error somewhere in your files.
And yes if you get a Sound error after message after munge it doesn´t mean that it will not work. Don´t forget that you don´t have the real sounds in your Modtools they are in the game only. So visual munge probably won´t find them but the game engine will.
OK... Can you see what I am doing wrong?
Here is my "sho.req"
Here is my shogcw.req
and here is my shogcw.sfx
Here is my "sho.req"
Code: Select all
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"shogcw"
"shocw"
}
}
Code: Select all
ucft
{
REQN
{
"bnk"
"align=2048"
"shogcw"
}
REQN
{
"config"
"sho"
"imp_hover_fightertank"
"all_hover_combatspeeder"
"imp_walk_atst"
}
}
Code: Select all
// AT Walker ----------------------------------------------------------------------------------------
// ----- AT Walker Engine ATAT ATST ATTE ------
..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 16000 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 16000 pc 22050
// ----- AT Walker footsteps ATTE ATAT ATST -----
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low01.wav -resample xbox 16000 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 16000 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 16000 pc 22050
// ---------------------------------------------------------------------------------------------------------
// ----- ATST Weapons --------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100
// ---------------------------------------------------------------------------------------------------------
// IFT-RFT -------------------------------------------------------------------------------------------------
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
// ---------------------------------------------------------------------------------------------------------------
// Combatspeeder -----------------------------------------------------------------------------------------------
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav -resample xbox 22050 pc 22050
// --------------------------------------------------------------------------------------------------------------
Here is my soundmunge.bat
And here is my "_BUILD/Sound/munge.bat"
Any idea what I am doing wrong?!??!?
Code: Select all
@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\sho\%MUNGE_DIR% sound\worlds\sho sound\worlds\sho\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound sho
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
And here is my "_BUILD/Sound/munge.bat"
Code: Select all
@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion
"
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav"
@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=PC
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)
@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%
@cd ..\..
@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound
@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template
@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
:skipglobalbank
@cd _BUILD\Sound
@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )
:skip_mungelog
@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2
@endlocal
Any idea what I am doing wrong?!??!?