Sound switch light lever

jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Sound switch light lever

Post by jujuokl »

Hello,

When I add lever for light on my map I don't have sound, but when I import building with light in it, the sound work really good and it the same sound file with the same path. But if I duplicate light lever + trigger from building and add it to another building, I don't have sound again.

These 2 lights was with buildings when I import them, so it work

Code: Select all

<animatedObject index="lightTunnel">
        <controls posKey="LIGHTSWITCH_CLICK" triggerNode="0" posText="input_LIGHTSWITCH_CLICK" negText="input_LIGHTSWITCH_CLICK" />
        <sound file="maps/Sound/switch01_0.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
        <animation initialTime="0" duration="0.5">
            <part node="1|0"> <!--index of Lever of the Lightswitch-->
                <keyFrame time="0.00" rotation="0 0 0" />
                <keyFrame time="1.00" rotation="-90 0 0" />
            </part>
         <part node="2|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="3|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>            
        </animation>
    </animatedObject>

Code: Select all

<animatedObject index="Maschinenhalle_kleinLichtIndoor1">
       <controls posKey="LIGHTSWITCH_CLICK" triggerNode="0" posText="input_LIGHTSWITCH_CLICK" negText="input_LIGHTSWITCH_CLICK" />
       <sound file="maps/Sound/switch01_0.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
       <animation initialTime="0" duration="0.25">
          <part node="1|0"> <!--index of Lever of the Lightswitch-->
             <keyFrame time="0.00" rotation="0 0 0" />
             <keyFrame time="1" rotation="0 0 -8" />
          </part>
          <part node="2|0"> <!--index of TG with realLights and emmisive shape-->
             <keyFrame time="0.5" visibility="false" />
             <keyFrame time="0.55" visibility="true" />
          </part>
          <part node="3|0"> <!--index of Lever of the Lightswitch-->
             <keyFrame time="0.00" rotation="0 0 0" />
             <keyFrame time="1" rotation="0 0 -8" />
          </part>
          <part node="4|0"> <!--index of TG with realLights and emmisive shape-->
             <keyFrame time="0.5" visibility="false" />
             <keyFrame time="0.55" visibility="true" />
          </part>
          <part node="5|0"> <!--index of TG with realLights and emmisive shape-->
             <keyFrame time="0.5" visibility="false" />
             <keyFrame time="0.55" visibility="true" />
          </part>
       </animation>
    </animatedObject>
But for this light I duplicate switch lever and I don't have sound and it's the same path :confusednew:

Code: Select all

<animatedObject index="lightCompost">
        <controls posKey="LIGHTSWITCH_CLICK" triggerNode="0" posText="input_LIGHTSWITCH_CLICK" negText="input_LIGHTSWITCH_CLICK" />
        <sound file="maps/Sound/switch01_0.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
        <animation initialTime="0" duration="0.5">
            <part node="1|0"> <!--index of Lever of the Lightswitch-->
                <keyFrame time="0.00" rotation="0 0 0" />
                <keyFrame time="1" rotation="0 0 -8" />
            </part>
         <part node="2|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="3|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="4|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="5|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="6|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="7|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="8|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>   
         <part node="9|0"> <!--index of TG with realLights and emmisive shape-->
                <keyFrame time="0.5" visibility="false" />
                <keyFrame time="0.55" visibility="true" />
            </part>            
        </animation>
    </animatedObject>
Sorry for my bad english :blushnew:
jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Re: Sound switch light lever

Post by jujuokl »

Bump
User avatar
wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Sound switch light lever

Post by wildberry »

Have you added the proper references in the mod XML too?
MC, aka Master of Cereals
jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Re: Sound switch light lever

Post by jujuokl »

There is only bind for turn light on to add on modDesc. And the light work really good. I just don't have sound on lever duplicate from others buildings or importing
User avatar
wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Sound switch light lever

Post by wildberry »

ok, then is the sound file actually in the same spot? The path might be different? What does the log say?
MC, aka Master of Cereals
jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Re: Sound switch light lever

Post by jujuokl »

The sound is in good spot, and path is good, it work with lever importing with buildings, but not when I duplicate lever for add on others buildings. And nothing in the log :/
User avatar
wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Sound switch light lever

Post by wildberry »

Well, then you will not object to sharing the log, eh. So show it...
MC, aka Master of Cereals
jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Re: Sound switch light lever

Post by jujuokl »

If you want it there is it. There in no error for the map but look
GIANTS Engine Runtime 7.0.0 (13785) 64bit (Build Date: Nov 21 2016)
Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz
Memory: 3956 MB
OS: Windows NT 6.1 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: Logitech Attack 3 USB
Name: Logitech Attack 3 USB
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GT 630M
Revision: 161
Feature level: DirectX 11 ON
Info: Effective window resolution 1600 x 900
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom Medium
View Distance Factor: 0.700000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 4
Shader Quality: 1
Skip Mipmaps: 0
LOD Distance Factor: 0.600000
Terrain LOD Distance Factor: 2.000000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 2.000000
Foliage Density: 1.000000
Volume Mesh Tessellation Factor: 1.500000
Tyre Tracks Segments Factor: 1.500000
Max. Number of Shadow Lights: 1
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 0
Farming Simulator 17
Version: 1.3.1.0 1.3.1RC10
Available Languages: en jp fr es ru it pt nl cs ct br tr ro kr
Language: fr
Time: 2017-02-07 16:48:19
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: AltecM44SR
Load mod: BigBags
Load mod: disableVehicleCameraCollision
Load mod: Fendt_500_Vario
Warning: Missing l10n for button INTERACTIVE_CONTROL_SWITCH in Fendt_500_Vario
Load mod: Fendt_700_Vario
Load mod: Fendt_Zavorre
Load mod: FS17_amazoneZAM1501
Load mod: FS17_BigBaler_Pack
Load mod: FS17_BuyBales
Load mod: FS17_challengerMT775EStealth
Load mod: FS17_choppedStraw
Load mod: FS17_CSZ_set
Load mod: FS17_DCK_FollowMe
Load mod: FS17_fendt900BlackBeauty
Load mod: FS17_fillTypeMassAdjustment_realistic
Load mod: FS17_flieglSTF25000VC_Holmer_ready
Load mod: FS17_ForRealModule02_TireDirt
Load mod: FS17_ForRealModule03_GroundResponse
Load mod: FS17_FuelProof_Package
Load mod: FS17_garantFieldContainer_Holmer_ready
Load mod: FS17_itRunnerManureContainer
Load mod: FS17_itRunnerPack
Load mod: FS17_Joskin_Komfort_2
Load mod: FS17_Joskin_Wago_Loader_Auto_BsM
Load mod: FS17_Kerfab_BaleFork
Load mod: FS17_kotteUniversalPack
Load mod: FS17_LightAddon
Load mod: FS17_lizardFloodLightTrailer
Load mod: FS17_MeasureHelp
Load mod: FS17_MoneyTool
Load mod: FS17_MultimassMX
Warning: Missing l10n for button attache in FS17_MultimassMX
Load mod: FS17_newHollandW170C
Load mod: FS17_Pack_Joskin_Wago_AUTO_BsM
Load mod: FS17_placeable_kaercherHDS815E_BsM
Load mod: FS17_rabaudSweeperBSM
Load mod: FS17_RealisticBeaconLights
Load mod: FS17_ROCRT1000
Load mod: FS17_roewerEquipment_PC
Load mod: FS17_sauterFastCoupler
Load mod: FS17_SiloCover
Load mod: FS17_StubbleCultivator
Load mod: FS17_Tippers_3points_BsM
Load mod: FS17_WifoMS275H
Load mod: Holmer_Pack
Load mod: Horsch_Pronto_9DC
Load mod: JCB_435s
Load mod: Joskin_Drakkar_8600
Load mod: Joskin_TransSpace_8000
Load mod: Lemken_Heliodor_Gigant_101200
Load mod: LS17_enginebrake
Load mod: Manitou_MLT840
Load mod: MapAutosave_LS17
Load mod: mapfs17
Load mod: Masse
Load mod: Massey_Ferguson_7700
Load mod: NewHolland_CR1090
Load mod: Pack_cutter_trailer_Cochet_
Load mod: PlayerCamera
Load mod: Poettinger_NovaCat_301
Load mod: Poettinger_NovaCat_X8
Load mod: Sopema_13_Dents
Warning: Missing l10n for button cadre in Sopema_13_Dents
Warning: Missing l10n for button SOPEMA_Bequille in Sopema_13_Dents
Load mod: ZZZ_driveControl
Load mod: ZZZ_fastForward
Load mod: ZZZ_GPS
\__ Register fillType: 'compost' (compost) [key 52]
\___ Register sprayType: 'compost'
\____ Add sprayType: 'compost' to category: 'FILLTYPE_CATEGORY_MANURESPREADER' [key 10]
\_____ Register heap for: 'compost'
dataS/cameraPath01.i3d (0.19) ms
dataS/cameraPath02.i3d (0.13) ms
dataS/cameraPath03.i3d (0.10) ms
data/sky/skyUS_day_night.i3d (362.91) ms
data/sky/rain.i3d (45.16) ms
data/sky/hail.i3d (29.15) ms
data/sky/dust.i3d (22.26) ms
C:/Users/Julien/Documents/My Games/FarmingSimulator2017/mods/mapfs17/maps/map01.i3d (7398.71) ms
FabrikScript v2.0.1: FabrikScript.onCreate(9463) load compostMaster2k17
*** ChoppedStraw v1.0.0.6 | register specialization
*** ChoppedStraw v1.0.0.6 | specialization added to 6 vehicle types
C:/Users/Julien/Documents/My Games/FarmingSimulator2017/mods/mapfs17/fillPlanes/materialHolder.i3d (44.61) ms
MaterialHolder for CompostMaster placeable loaded successfull!
Enabled withering
*** ChoppedStraw v1.0.0.6 | loading straw types
*** ChoppedStraw v1.0.0.6 | fertilizing fruittypes: barley wheat rape sunflower maize soybean
*** ChoppedStraw v1.0.0.6 | loaded 4 straw types
data/vehicles/steerable/caseIH/caseIH1660.i3d (1228.48) ms
data/vehicles/cutters/caseIH/caseIH1030Cutter.i3d (874.71) ms
data/vehicles/steerable/newHolland/newHolland8340.i3d (701.35) ms
data/vehicles/tools/kuhn/kuhnCultimerL300.i3d (386.79) ms
data/vehicles/steerable/caseIH/caseIH1455.i3d (983.13) ms
data/vehicles/tools/greatPlains/gp3P1006NT.i3d (555.12) ms
data/vehicles/trailers/metaltech/db8000.i3d (704.76) ms
data/vehicles/steerable/lizard/lizardPickupRodeo.i3d (573.97) ms
dataS2/character/player/player01.i3d (875.60) ms
BigC92
Posts: 4833
Joined: Tue Mar 17, 2015 5:25 pm

Re: Sound switch light lever

Post by BigC92 »

jujuokl wrote:If you want it there is it. There in no error for the map but look
GIANTS Engine Runtime 7.0.0 (13785) 64bit (Build Date: Nov 21 2016)
Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz
Memory: 3956 MB
OS: Windows NT 6.1 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: Logitech Attack 3 USB
Name: Logitech Attack 3 USB
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GT 630M
Revision: 161
Feature level: DirectX 11 ON
Info: Effective window resolution 1600 x 900
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom Medium
View Distance Factor: 0.700000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 4
Shader Quality: 1
Skip Mipmaps: 0
LOD Distance Factor: 0.600000
Terrain LOD Distance Factor: 2.000000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 2.000000
Foliage Density: 1.000000
Volume Mesh Tessellation Factor: 1.500000
Tyre Tracks Segments Factor: 1.500000
Max. Number of Shadow Lights: 1
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 0
Farming Simulator 17
Version: 1.3.1.0 1.3.1RC10
Available Languages: en jp fr es ru it pt nl cs ct br tr ro kr
Language: fr
Time: 2017-02-07 16:48:19
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: AltecM44SR
Load mod: BigBags
Load mod: disableVehicleCameraCollision
Load mod: Fendt_500_Vario
Warning: Missing l10n for button INTERACTIVE_CONTROL_SWITCH in Fendt_500_Vario
Load mod: Fendt_700_Vario
Load mod: Fendt_Zavorre
Load mod: FS17_amazoneZAM1501
Load mod: FS17_BigBaler_Pack
Load mod: FS17_BuyBales
Load mod: FS17_challengerMT775EStealth
Load mod: FS17_choppedStraw
Load mod: FS17_CSZ_set
Load mod: FS17_DCK_FollowMe
Load mod: FS17_fendt900BlackBeauty
Load mod: FS17_fillTypeMassAdjustment_realistic
Load mod: FS17_flieglSTF25000VC_Holmer_ready
Load mod: FS17_ForRealModule02_TireDirt
Load mod: FS17_ForRealModule03_GroundResponse
Load mod: FS17_FuelProof_Package
Load mod: FS17_garantFieldContainer_Holmer_ready
Load mod: FS17_itRunnerManureContainer
Load mod: FS17_itRunnerPack
Load mod: FS17_Joskin_Komfort_2
Load mod: FS17_Joskin_Wago_Loader_Auto_BsM
Load mod: FS17_Kerfab_BaleFork
Load mod: FS17_kotteUniversalPack
Load mod: FS17_LightAddon
Load mod: FS17_lizardFloodLightTrailer
Load mod: FS17_MeasureHelp
Load mod: FS17_MoneyTool
Load mod: FS17_MultimassMX
Warning: Missing l10n for button attache in FS17_MultimassMX
Load mod: FS17_newHollandW170C
Load mod: FS17_Pack_Joskin_Wago_AUTO_BsM
Load mod: FS17_placeable_kaercherHDS815E_BsM
Load mod: FS17_rabaudSweeperBSM
Load mod: FS17_RealisticBeaconLights
Load mod: FS17_ROCRT1000
Load mod: FS17_roewerEquipment_PC
Load mod: FS17_sauterFastCoupler
Load mod: FS17_SiloCover
Load mod: FS17_StubbleCultivator
Load mod: FS17_Tippers_3points_BsM
Load mod: FS17_WifoMS275H
Load mod: Holmer_Pack
Load mod: Horsch_Pronto_9DC
Load mod: JCB_435s
Load mod: Joskin_Drakkar_8600
Load mod: Joskin_TransSpace_8000
Load mod: Lemken_Heliodor_Gigant_101200
Load mod: LS17_enginebrake
Load mod: Manitou_MLT840
Load mod: MapAutosave_LS17
Load mod: mapfs17
Load mod: Masse
Load mod: Massey_Ferguson_7700
Load mod: NewHolland_CR1090
Load mod: Pack_cutter_trailer_Cochet_
Load mod: PlayerCamera
Load mod: Poettinger_NovaCat_301
Load mod: Poettinger_NovaCat_X8
Load mod: Sopema_13_Dents
Warning: Missing l10n for button cadre in Sopema_13_Dents
Warning: Missing l10n for button SOPEMA_Bequille in Sopema_13_Dents
Load mod: ZZZ_driveControl
Load mod: ZZZ_fastForward
Load mod: ZZZ_GPS
\__ Register fillType: 'compost' (compost) [key 52]
\___ Register sprayType: 'compost'
\____ Add sprayType: 'compost' to category: 'FILLTYPE_CATEGORY_MANURESPREADER' [key 10]
\_____ Register heap for: 'compost'
dataS/cameraPath01.i3d (0.19) ms
dataS/cameraPath02.i3d (0.13) ms
dataS/cameraPath03.i3d (0.10) ms
data/sky/skyUS_day_night.i3d (362.91) ms
data/sky/rain.i3d (45.16) ms
data/sky/hail.i3d (29.15) ms
data/sky/dust.i3d (22.26) ms
C:/Users/Julien/Documents/My Games/FarmingSimulator2017/mods/mapfs17/maps/map01.i3d (7398.71) ms
FabrikScript v2.0.1: FabrikScript.onCreate(9463) load compostMaster2k17
*** ChoppedStraw v1.0.0.6 | register specialization
*** ChoppedStraw v1.0.0.6 | specialization added to 6 vehicle types
C:/Users/Julien/Documents/My Games/FarmingSimulator2017/mods/mapfs17/fillPlanes/materialHolder.i3d (44.61) ms
MaterialHolder for CompostMaster placeable loaded successfull!
Enabled withering
*** ChoppedStraw v1.0.0.6 | loading straw types
*** ChoppedStraw v1.0.0.6 | fertilizing fruittypes: barley wheat rape sunflower maize soybean
*** ChoppedStraw v1.0.0.6 | loaded 4 straw types
data/vehicles/steerable/caseIH/caseIH1660.i3d (1228.48) ms
data/vehicles/cutters/caseIH/caseIH1030Cutter.i3d (874.71) ms
data/vehicles/steerable/newHolland/newHolland8340.i3d (701.35) ms
data/vehicles/tools/kuhn/kuhnCultimerL300.i3d (386.79) ms
data/vehicles/steerable/caseIH/caseIH1455.i3d (983.13) ms
data/vehicles/tools/greatPlains/gp3P1006NT.i3d (555.12) ms
data/vehicles/trailers/metaltech/db8000.i3d (704.76) ms
data/vehicles/steerable/lizard/lizardPickupRodeo.i3d (573.97) ms
dataS2/character/player/player01.i3d (875.60) ms
I dont think this is what WB is talking about, also i see no turning on/off the lights, nor the sound file, if its an error It'd show up on your log.
jujuokl
Posts: 15
Joined: Mon Nov 14, 2016 11:54 am

Re: Sound switch light lever

Post by jujuokl »

No ideas ?
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