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What's wrong with this weapon sounds?


TheGuy

Question

All the files mentioned (Sounds, Sprites and files) are in the wad, nothing's missing

 

NOTE THAT I DIDN'T MAKE THIS WAD

 

The DECORATE:

Quote

ACTOR Machinegun : Weapon 19006

  //$Category Weapons
  //$Sprite MCGNW0
  //$Title "Light Machinegun"
    Weapon.Kickback 5
    Weapon.AmmoType "Clip" 
    Weapon.AmmoGive 50
    Weapon.AmmoUse 1    
    Weapon.SlotNumber 4
    Inventory.PickupSound "misc/w_pkup" 
    Inventory.PickupMessage "Picked up a Light Machinegun!"
    Obituary "%o was Lit up by %k's Machinegun."
    AttackSound "Weapons/Machinegun"
     Decal BulletChip
    States 
    {  
    Ready: 
        MCGN A 1 A_WeaponReady 
        Loop 
    Deselect: 
        MCGN A 1 A_Lower 
        Loop 
    Select: 
        MCGN A 1 A_Raise 
        Loop 
    Fire: 
        MCGN A 1 A_GunFlash 
        MCGN B 1 A_FireBullets(3, 4, 1, 5, "BulletPuff", 1)  
        MCGN C 1 
                TNT1 A 0 A_Refire
        goto Ready 
        Flash:
        MCGN A 1 Bright
        MCGN B 1 Bright A_Light1
                 Goto LightDone
    Spawn:
        MCGN W -1
        Stop
        }
    } 
 

 

The SNDINFO:

Quote

Weapons/Machinegun     DSMCGUNF     

 

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Do you have a file called "libsndfile-1.dll" or something similar in your GZDoom directory? Try to "convert Wav to Doom Sound" in Slade3 and see if it plays. libsndfile is needed to play most sound file formats other than Doom sound, but it's usually included.

Edited by Lippeth

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16 minutes ago, 35thcanto said:

if you manually typed that code, make sure thats what the weapon sound is called

I didn't type it, but I did double check and as far as I can tell all names are correct.

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4 minutes ago, TheGuy said:

I didn't type it, but I did double check and as far as I can tell all names are correct.

Maybe contact the guy who made the wad and check with them.

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I give up, what's wrong with the sound? What's it doing or not doing? How does it differ from your expectation?

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7 minutes ago, Lippeth said:

I give up, what's wrong with the sound? What's it doing or not doing? How does it differ from your expectation?

It straight up doesn't play when I fire the gun in game, idk why.

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You should share the file to help you better. If you're using a zip or pk3 it may be a path error.

Edited by Gothic

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It looks like the Light Machinegun from Realm667, which after downloading to check, plays the sound as expected in the latest GZDoom. What version of what source port are you testing the file in? Is there sound in general? Any extra info you can give about how you're trying to run the file could be helpful.

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10 minutes ago, Lippeth said:

It looks like the Light Machinegun from Realm667, which after downloading to check, plays the sound as expected in the latest GZDoom. What version of what source port are you testing the file in? Is there sound in general? Any extra info you can give about how you're trying to run the file could be helpful.

I changed my GZdoom version like 5 days ago, so I assume I have the latest version. All other sounds work just fine.

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17 hours ago, Lippeth said:

Do you have a file called "libsndfile-1.dll" or something similar in your GZDoom directory? Try to "convert Wav to Doom Sound" in Slade3 and see if it plays. libsndfile is needed to play most sound file formats other than Doom sound, but it's usually included.

I do, and what's weird is that the file on it's own works just fine. Like, if I put the weapon wad in GZdoom and give myself the weapon, it's sound works just fine. I also tried deleting the files of the machinegun from my Wad and then getting them again straight from the wad, but they still don't work when it comes to sounds.

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Where in the WAD is the sound file? Is it in a subfolder somewhere?

SNDINFO and the sound player commands are very fussy about where they find their sound effects. You need to be specific.

Edited by Artinum

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On 4/22/2024 at 11:59 PM, TheGuy said:

I fixed it btw, don't know how, just kinda works now.

How did you fix it? I had the same problem, the sound wasn't working on the original actor but the custom one can.

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