Faceposer scene not playing sounds ingame "not precached"

Ambient sounds, game effects and music creation.

Faceposer scene not playing sounds ingame "not precached"

Postby randomjack on Fri Aug 28, 2009 4:27 pm

For my machinima, I am working with faceposer in half life episode one
I created a short scene, which ran fine in facepoer. Via hammer, I played it ingame, but it didnt entirely work.

The gestures and head movement worked fine, but the sound and lipsyncing didn't. They worked fine in faceposer. In the console it says, "File dialoglinehere.wav is not precached!" and refuses to play it. I already have created a soundscript, and so has someone I know with the same problem, yet it didn't fix it.
I have tried reinstalling both the sdk and episode one, but the problem persists. Faceposer has worked and played sounds ingame before for me.

Any help would be greatly appreciated.
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Re: Faceposer scene not playing sounds ingame "not precached"

Postby Blackwater on Thu Sep 03, 2009 11:56 pm

randomjack wrote:For my machinima, I am working with faceposer in half life episode one
I created a short scene, which ran fine in facepoer. Via hammer, I played it ingame, but it didnt entirely work.

The gestures and head movement worked fine, but the sound and lipsyncing didn't. They worked fine in faceposer. In the console it says, "File dialoglinehere.wav is not precached!" and refuses to play it. I already have created a soundscript, and so has someone I know with the same problem, yet it didn't fix it.
I have tried reinstalling both the sdk and episode one, but the problem persists. Faceposer has worked and played sounds ingame before for me.

Any help would be greatly appreciated.


This happened to me a while back. There is a hacky way to implement the sound. All you need to do is put in an ambient_generic with your sound. The ambient_generic doesn't have to function but it will precache the sound for you.

Good luck.
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Re: Faceposer scene not playing sounds ingame "not precached"

Postby randomjack on Fri Sep 11, 2009 11:57 pm

Thanks a bunch. That workaround fixed it right up. Now I can actually work on this thing :)
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