AudioSINS

Should I change the project name?

I don't think all of you know that I've been coming up with an audio mod for Sins, mainly because I was very vague. So:

Presenting AudioSINS, a project dedicated adding more music to this epic game.

I'm following the instructions given to me by Kryo here: https://forums.sinsofasolarempire.com/313394

Currently, the mod is in Pre/Alpha stages, with our first 'release' on 7/7/2008. I highly reccomend anyone who has a broadband connection and knows how to use their BitTorrent client should download it via BitTorrent and seed! I'm not going to be able to do this myself.

Torrent link. A BitTorrent client is required to download from here.

(Rapidshare)

AudioSINS v0.1a Part 1

AudioSINS v0.1a Part 2

AudioSINS v0.1a Part 3

AudioSINS v0.1a Part 4

Rapidshare Instructions: Download all 4 parts and then open up AudioSINS_v0.1a_7.7.2008_.rar
You don't have to worry about extracting each part, as it will extract whole from the first file.
Read the README for pete's sake!

Whoever downloads it using BitTorrent can just extract the RAR and follow the README.

AudioSINS_v0.1a_7.7.2008.rar

Oh, and for anyone who'd like to talk to me over AIM: smartycyberG

I'm on a lot of the time, usually in the background while working on Sins.
181,332 views 61 replies
Reply #1 Top
Use the deverloper.exe to get more specific errors (if your not already :)).
Reply #2 Top
There are also error logging options in the settings file which can be used to debug mod crashes.
Reply #3 Top
New Game.musicdata

New SoundMusic.sounddata

Sorry these have the .NEW extension. They're still the sound/musicdata files.

What's changed is that I looked over everything, fixed some sequential issues (Battle 1, Battle 2, Battle 7 changed to Battle 1, Battle 2, Battle 3) and added up everything again to make sure the total amount of files was correct. However, it still doesn't work. I'll try the developer.exe to get the more 'specific' errors.

I'm not sure how to do what kryo suggests to do, however. If needed, I can always upload a .ZIP with the music files in it.


-Edit-

Text FileArchive missing Label.

File: .\GameInfo\SoundMusic.sounddata
Label: music
Line Number:234
Line Contents:



That's what I get when using developer.exe
This continues through line 300.

I'm not sure exactly what it's suggesting to me is wrong.

-Double Edit-

Developer.EXE Log
Reply #4 Top
lol

line 235 of sounddata you have an empty line, the parser is very (VERY!) strict and does not seem to apreciate white space.

When it says missing label it means it can't find the next expected 'data' it wants.
Reply #5 Top
All right, but when I look at files, everything looks like what it should:

music
name "MUSIC_FRONTEND"
fileName "Opening Theme.ogg"
isLooping FALSE
actionLevel 0.5
actionRange 0.5
emotionLevel 0.0
emotionRange 1.0



That's the format I used for each entry.


music
name "MUSIC_TROUBLE_21"
fileName "Trouble 21.ogg"
isLooping FALSE
actionLevel 0.2
actionRange 0.2
emotionLevel -0.5
emotionRange 0.7


That's an example of the entries I modded in.

Is there a difference? If there is, would someone look in the files and see where the issues are?

-Edit- I realize it doesn't look proper when posting, sorry. All the more reson to check the files out.
Reply #6 Top
Aractain is right... you have an empty line at 235.
Reply #7 Top
I should have made it clear that I ment an extra blank line rather than a line that missed something that was in the original.
Reply #8 Top
Oh, sorry. *D'oh!*

Anyways, corrected the issue, but now I'm getting a whole 'nother slew of problems.


Normal Logfile


Mod Logfile with errors

The Mod logfile is one I made, because Sins_developer.Exe wouldn't output to the file it was working on, so I just copy/pasted the errors. When modding the SoundMusic.sounddata file, I didn't delete anything, I only added. Now it says it can't find certain files.
Reply #9 Top
Well, there are a few problems here.   The easiest to fix is the GalaxyScenarioDef one, looks like you have a missing label at line 1, you may have accidentally deleted a line in there.

The first two may be the result of trying to add too many music files, I'd pare it back a bit and see if those still happen.

Not sure about the third atm.
Reply #10 Top
GalaxyScenarioDef.galaxyScenarioDef


There it is: untouched. There doesn't appear to be a missing label to me. And if there was, why would it work when I insert the normal files in?
Reply #11 Top
Oh crazy, I just noticed: you actually have a map file called GalaxyScenarioDef.galaxy.  You should probably delete that!

It may work when you insert the normal files because you aren't exceeding the limit for the number of music tracks, which is why I'd suggest adding in a few at a time and seeing how it behaves.
Reply #12 Top
Wait, a .Galaxy or a .GalaxyScenarioDef file?

Why should I eradicate them, anyways?

I'll try adding entries a couple at a time, see if that works. But even if the amount of entries I have in the sounddata files is obscenely large, why would it cause other files to go missing or fail?

Reply #13 Top
A galaxy (ie map) file.... I don't know how you got that... check in your sins/galaxy directory.

I'm not sure I understand the second question.  It wouldn't matter if you had a lot of entries in the sounddata files - although it might cause problems loading - it certainly wouldn't cause other files to go missing.  The Galaxyscenariodef.galaxy seems to be a totally separate issue.
Reply #14 Top
This thread is confusing me lol.

As I understand it, you have a file called "GalaxyScenarioDef.galaxy" refered to by this line:

File: .\Galaxy\GalaxyScenarioDef.galaxy

It says the first line (Im assuming its useing txt mode and first line after the TXT) is "starTypeCount 6" which is exactly the first line in the file "GalaxyScenarioDef.galaxyScenarioDef".

The file "GalaxyScenarioDef.galaxyScenarioDef" is in GameInfo and is a seperate file.
The .galaxy file isn't a real galaxy file and therefore is reading it wrongly (it expects "versionNumber" as it says (and is the first line of a real .galaxy file.

So THAT error is that you seem to have copied that file into the galaxy folder and renamed it to galaxy.


The last error is just a side effect of the top errors.

The top errors are because you have too many entrys, I just did a test and found that at 116 entrys (duplicate but that didn't seem to matter) it will fail the hardcoded size limit (I really dislike such limits - giveing modders less room makes me sad).

Keep it to a max of 115.

Reply #15 Top
*Sigh*

Only 115? I had a total of 132. It won't be too hard if the Stargate guys ask me to help them out audio-wise, as really the total amount of tracks should be around 60, but this kinda sucks. Ah well. I'll re-edit the files.

Here's the thing, I get the GalaxyScenarioDef file error when running it with base game files, but Sins doesn't crash. I have only modded SoundData and Game out of the GameInfo Folder. I've got no clue as to why this would be a side effect.
Reply #16 Top
*Sigh*Only 115? I had a total of 132. It won't be too hard if the Stargate guys ask me to help them out audio-wise, as really the total amount of tracks should be around 60, but this kinda sucks. Ah well. I'll re-edit the files.Here's the thing, I get the GalaxyScenarioDef file error when running it with base game files, but Sins doesn't crash. I have only modded SoundData and Game out of the GameInfo Folder. I've got no clue as to why this would be a side effect.


I just tested it, copying the file into the galaxy dir WITHOUT a name change has no effect, rename it to .galaxy and it gives me the exact same error.

Check in the main game 'galaxy' directory (not mod dir etc) for the file and remove it or rename it to something diffrent from ".galaxy".
Reply #17 Top
Well, I rid the directory of the GalaxyScenarioDef file, and the error doesn't pop up any more. I'm going to play around with the amount of music in the files. With under 115, it works so far, and it seems to be playing even with parsing errors.


-Edit-

This is the message I get when running my fully modded files:

Assert @ c:\gs\gamma\03\CodeSource\Engine/DataStructures/FixedVector.h(155)

m_CurrentSize < MAX_SIZE


C:\gs isn't a directory. What does the message mean? It suggests the max amount of files, so can this be modded?
Reply #18 Top
That is the soruce code directory on their development machines or whatever.
Its just a standard programming 'check' and it found something wrong.

It would be nice if it had a little bit more info about the error in this case (like what file it was dealing with at the time at least).

When it says max size, it will probably mean max size in terms of entries in a file (rather than bytes, or number of files).

When you say "full mod files" do you mean with more than 115 entries in the music file or soemthing else?
Reply #19 Top
Yes, sorry, should have made myself clear on that. Perhaps I should decide on the official terms?

Anyways I have two sets of my own modded files; V1 for the files with 115+ entries, and V2 for the ones with >115 files. When I have the V2 files in the GameInfo folder, the game boots up perfectly. I was able to hear two of the songs in the 'Upbeat' category. I was so proud =)

However, I suppose the naming conventions, as well as the emotion levels serve as factors that inhibit randomness. I kept hearing the stock music when I was playing. It wasn't until late game that I heard a snippet of one track, and further in, the whole of another one.

Should I change it up? Is there a way to make my files come up earlier? I haven't uploaded any of the .OGGs yet, but should anyone need it, I'll upload an Alpha build of Audio.
Reply #20 Top
You could just replace the vanilla Sins tracks with yours. Or at the least remove some of the them to allow more of your tracks to get more play time.
Reply #21 Top
A basic replacement mod was one of my initial thoughts, but nerfing all the original Sins music would:

a) be very upstart. I want the other music too; they have excellent tracks.

b) Lose the Sins quality. I have music from other games, too; EVE-Online, Supreme Commander, Universe at War, just to name a few. Keeping most of the Sins tracks would be a priority.

I'll narrow the Vanilla tracks down, but doing that, I'll have to create a new set of files to keep up with the lack of tracks and the displacement of tracks.
Reply #22 Top
Wait. What UAW music have you added? And chances are you have that generic, playing all the time SupCom music that they ripped off for Company of Heroes.

Anyways, this mod looks cool, and I hope DANMAN thinks its good enough for 7 Deadly Sins, when you get it working.
Reply #23 Top
I took most of the UAW music from the Novus and Masari sections, although I think I have a couple of Hierarchy tracks for the really massive battle. If you listen long enough, I think, you can hear a really cool track, the UAW Credits remix.

Not sure what you mean by the SupCom music, but these are the tracks I used:

Bellum Infinitus
The Final Act Begins
An Old Idea Made New
United Earth Federation
Risk, Relief, and Victory
Employed Strategy
One Planet at a Time
Massive Attack
The Final Cataclysm
The Future Battlefield
Build Music
Battle Music


I know, a whole bunch, but I've got a whole variety of tracks. I didn't get as much John Williams in there, though. If anyone knows some good music from him, besides the Star Wars music, please speak up.

And, really cool was Klendathu Drop from Starship Troopers. I think that will bring back a couple of memories. =)
Reply #24 Top
Sweet. Love the UAW music, especially the Hierarchy theme, Damage King. Modern Design isn't too bad as well.

Anyways, about the SupCom music, what I meant was the main menu music. I know it sounds odd, but I don't really hear too many different songs in SupCom so I can't tell the difference.

Anyways, mod looks great, music selection looks good, and I hope the problems you are having get resolved.
Reply #25 Top
Anyways, about the SupCom music, what I meant was the main menu music. I know it sounds odd, but I don't really hear too many different songs in SupCom so I can't tell the difference.

I personally don't care that much for the SupCom music. However, I love the music in the Forged Alliance expansion. I'd recommend taking a look at that.