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  #1  
Old 08-30-2012, 03:16 PM
salmo salmo is offline
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Default maddox.sound runtime error

Can any of the coding guru's suggest why the code below fails with a 'sound not part of maddox' runtime error when I run this script with a mission. Seems like the compiler doesn't recognise that maddox.sound is referenced in my project (but it is). No errors show up in C# express.

code removed by author
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Last edited by salmo; 10-18-2012 at 09:22 AM.
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  #2  
Old 08-30-2012, 05:36 PM
FG28_Kodiak FG28_Kodiak is offline
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//$reference parts/core/sound.dll
didn't work?

BTW The "new" soundengine is in fmodex.dll and fmod_event.dll, it's from a 3rd party developer http://www.fmod.org/ may be this is the problem.
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  #3  
Old 08-30-2012, 06:43 PM
salmo salmo is offline
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The sound.dll is already referenced, and yes, it didn't work. I'll try the FMOD components instead. Thankyou
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Get the latest COD Team Fusion patch info HERE

Last edited by salmo; 08-30-2012 at 10:36 PM.
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  #4  
Old 08-30-2012, 10:42 PM
salmo salmo is offline
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New (similar) problem I can reference the FMOD namespace in my project, and use it's classes & methods without any apparent error in C# express. However, I get a "the namespace FMOD could not be found" console error when the mission runs. I tried to add a reference to fmodex in the c# project but that "could not be added". Help!

code removed by author

UPDATE: Fmod is unmanaged C++ and thus can't be referenced directly into .Net. You have to use the FMOD wrapper. Now I'm looking for the wrapper.

UPDATE: Found the wrapper, imported the cs files into my project, but now there is an 'incompatible' error between FMOD for CLOD & the fmodex classes in the wrapper

Is there a way to reference FMOD in C# express projects?
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash.

Get the latest COD Team Fusion patch info HERE

Last edited by salmo; 10-18-2012 at 09:22 AM.
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  #5  
Old 08-31-2012, 10:59 AM
hc_wolf hc_wolf is offline
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  #6  
Old 08-31-2012, 01:28 PM
ATAG_Colander ATAG_Colander is offline
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If you are trying to play a non standard sound on the client (player's) machine, I'm afraid that will not work.
You will end up with the sound being played on the server which, if running on your machine, will make you thing is coming from the client.
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