Object.Sound() and mod directories

Discussion about Mods for Prison Architect

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remul
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Posts: 1
Joined: Wed Nov 08, 2017 9:29 pm

Object.Sound() and mod directories

Postby remul » Wed Nov 08, 2017 10:35 pm

Hi all

I have a problem with using custom sounds in a mod.
The object api function Object.Sound() works fine using sounds defined in the game folder ( in game.dat).
But as soon as I try to play a custom sound, declared in sounds.txt in a mod directury, the game (steam version) crashed.
I tried to replace the ogg file with one of the original game, result is the same.
Here are the last lines of the debug.txt :

Code: Select all

Waited for prerender group to finish for 0.000001 seconds
[SteamWorkshopWrapper::OnGetFileDetails] Adding file details for "Evacuation"
[SteamWorkshopWrapper::OnGetFileDetails] Adding file details for "Road Sensors"
[SteamWorkshopWrapper::OnGetFileDetails] Adding file details for "Extremely Exaggerated Alarm Sound"
[SteamWorkshopWrapper::OnGetFileDetails] Adding file details for "BlastDoor"
[SteamWorkshopWrapper::OnGetFileDetails] Adding file details for "Computers and More Mod!"
FoodSystem Recalculate took 0.0ms
FoodSystem Recalculate took 0.0ms
Performance: Waited 0.000009 s or Update Thread to complete.
Waited for prerender group to finish for 0.000001 seconds
FATAL ERROR : Unknown sound file format /home/renaud/.Prison Architect/mods/686294864/data/sounds/Lockdown_Alarmloop.ogg


I have been doing some archeology and found a bug report of 2015 for this http://bugs.introversion.co.uk/view.php?id=9504

Is there any fix for that ? I would be happy to try to make one if there is a way to access the source code ;)

Thanks in advance
--
ren

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