Required Sound Effects?

Started by Max, July 26, 2018, 06:52:00 PM

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Hi! So, I thought the documentation for Solarus listed every sound effect the engine needed. I've been replacing all the placeholders I've been using from ALTTP, and I thought I was done, but I'm getting error messages for sounds the engine shouldn't need. Like, why do you need a monkey sound effect, engine? I thought it might be just because I was loading saves that had already tried to load them, but it happens even on a clean save file, so it seems like the engine is looking for every sound effect in the ALTTP resource pack.

Here's what I get when I start any games:

Info: Solarus 1.5.1
Info: Opening quest 'C:/Users/User/Downloads/SOLARUS - v1.5.2win32/Oceans Heart Test 02'
Info: Sound volume: 100
Info: Music volume: 100
Info: Joypad support enabled: true
Info: 2D acceleration: yes
Info: Turbo mode: no
Info: Video mode: normal
Info: LuaJIT: yes (LuaJIT 2.0.3)
Error: Cannot find sound file 'sounds/boss_charge.ogg'
Error: Cannot find sound file 'sounds/boss_fireball.ogg'
Error: Cannot find sound file 'sounds/bounce.ogg'
Error: Cannot find sound file 'sounds/chest_appears.ogg'
Error: Cannot find sound file 'sounds/heart_container.ogg'
Error: Cannot find sound file 'sounds/hero_seen.ogg'
Error: Cannot find sound file 'sounds/ice.ogg'
Error: Cannot find sound file 'sounds/intro.ogg'
Error: Cannot find sound file 'sounds/lamp.ogg'
Error: Cannot find sound file 'sounds/magic_bar.ogg'
Error: Cannot find sound file 'sounds/monkey.ogg'
Error: Cannot find sound file 'sounds/octorok.ogg'
Error: Cannot find sound file 'sounds/world_warp.ogg'
Info: Language: en
Info: Music volume: 60
Info: Lua console: yes
Info: Simulation started


Anybody know why the engine is looking for these effects? The errors don't seem to affect the game, since I never call these sound effects as far as I know, but it'd be nice to not start with 20 errors whenever I test anything.

You might have some script that needs these sounds (items ?) but fail to find them

There are still some hardcoded sound names in the engine, but no "monkey" or "octorok". Maybe these sounds are declared in your quest tree but missing on the filesystem? You can use the quest editor to show these kind of inconsistencies in the quest tree.
The engine attempts to preload all sounds declared in your quest if you call sol.audio.preload_sounds(). That would explain your problem.

The full list of files whose name is still hardcoded in the engine is detailed here: https://gitlab.com/solarus-games/solarus/blob/dev/work/data_files.txt (and we try to reduce it with every release).

Last remark: I recommend to use the latest release (1.5.3) rather than 1.5.1 to have a more stable engine.

July 26, 2018, 08:20:14 PM #3 Last Edit: July 26, 2018, 09:48:30 PM by Zefk
Well, this is just a hunch, but did you check the project_db.dat?

They probably still exist there if you did not delete the sounds from the editor.

Quote from: Christopho on July 26, 2018, 08:19:44 PM
There are still some hardcoded sound names in the engine, but no "monkey" or "octorok". Maybe these sounds are declared in your quest tree but missing on the filesystem? You can use the quest editor to show these kind of inconsistencies in the quest tree.
The engine attempts to preload all sounds declared in your quest if you call sol.audio.preload_sounds(). That would explain your problem.

The full list of files whose name is still hardcoded in the engine is detailed here: https://gitlab.com/solarus-games/solarus/blob/dev/work/data_files.txt (and we try to reduce it with every release).

Last remark: I recommend to use the latest release (1.5.3) rather than 1.5.1 to have a more stable engine.

Uh-ha, that was exactly it! I didn't realize when a sound effect was declared in the quest tree but wasn't available in the file system, they're moved to the bottom of the sound effects list in the editor. I was still searching for them alphabetically, oops. Moving them out of alphabetical order did make it much easier to delete them though, so there's that. Thanks guys! Now I've just got two more sound effects to change and I'll be using 100% my own assets : )


You can always "steal" sounds from our free project.  :P
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."