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Fixed sounds in the 1.30.4 campaign + Nature's Blessing bug in Ruins of Dalaran

Level 3
Joined
Oct 5, 2023
Messages
5
TLDR: I've attached the fixed mission files (for the English version of the game) as a ZIP file, simply extracting the Maps folder into your WarCraft III game folder (version 1.30.4) and allowing the use of Local Files will resolve the mentioned issues. Personally for me, 1.30.4 is the best way to experience the Classic campaign as it has native widescreen support (added in 1.29), fixed ambient sounds (1.30), uses DirectX 9 without the need for changing settings, and doesn't have the missing inventory bugs and crashes introduced in the last pre-reforged version (1.31).

Examples of broken sounds in the campaign cinematics on patch 1.30.4 are Maiev's Tor'ilisar thera'nal! on Night Elf Mission 4 (The Frozen Throne), footmen shouting Attack! on Human Mission 5 (Reign of Chaos), Meat Wagon sounds on Undead Mission 2 (Reign of Chaos). Basically, any sound that is usually a unit response sound (when you click on a unit and order them to attack, for instance) that is used inside of a campaign cinematic is most likely (always?) broken. Going to a mission's war3map.j file and combining all instances of CreateSound() immediately followed by call SetSoundParamsFromLabel() into a single CreateSoundFilenameWithLabel() fixes the broken sounds.

For instance:
Code:
set gg_snd_MaievWarcry1 = CreateSound( "Units\\NightElf\\Maiev\\MaievWarcry1.wav", false, false, true, 10, 10, "DefaultEAXON" )
call SetSoundParamsFromLabel( gg_snd_MaievWarcry1, "MaievWarcry" )
now becomes:
Code:
set gg_snd_MaievWarcry1 = CreateSoundFilenameWithLabel( "Units\\NightElf\\Maiev\\MaievWarcry1.wav", false, false, true, 10, 10, "MaievWarcry" )

The horse galloping at the very beginning of The Culling cinematic can't be heard because a horse loop sound file is being played twice at the same time without any pauses in-between. In other missions I checked, a single sound file being played twice always occurs only after a pause or a short wait. I fixed this bug by simply removing the second playback of the horse loop sound inside of the mission's war3map.j:
Code:
call IssuePointOrderLocBJ( udg_ArthasVariable, "move", GetRectCenter(gg_rct_Cin1ArthasStop1) )
call IssuePointOrderLocBJ( udg_JainaVariable, "move", GetRectCenter(gg_rct_Cin1JainaStop1) )
call SetSoundPositionLocBJ( gg_snd_HorseLoop3, GetRectCenter(gg_rct_Arthas_Town), 0 )
call PlaySoundBJ( gg_snd_HorseLoop3 ) --> keep this
call IssuePointOrderLocBJ( udg_UtherVariable, "move", GetRectCenter(gg_rct_Cin1UtherGoHere1) )
call AttachSoundToUnitBJ( gg_snd_HorseLoop3, udg_UtherVariable )
call PlaySoundBJ( gg_snd_HorseLoop3 ) ---> delete this

Finally, in the Ruins of Dalaran mission, Nature's Blessing should be researched at the start of the mission. However, it is not - you can pay the gold and lumber to start researching it, in which case the resources will be taken away from you and the research will immediately fail. :( Looking into the mission's war3map.j file reveals that Nature's Blessing is indeed being set to completed at the start of the mission with:
Code:
call SetPlayerTechResearched( Player(1), 'Renb', 1 )
('Renb' is the code for Nature's Blessing), but is then later being removed with:
Code:
SetPlayerTechResearchedSwap( 'Renb', 0, udg_AP2_Player )

Simply getting rid of the last line solved the bug completely, now you can see that the Treants and Ancients start with extra armor!
 

Attachments

  • Maps.zip
    16.5 MB · Views: 20
Last edited:
Level 34
Joined
May 14, 2021
Messages
1,602
Any way to make this work for 1.31? Tried putting this in the game folder but the game doesn't detects it. Local files are already enabled
As I said earlier in one of my posts, you have to manually modify the campaign map by yourself if you are using a different version. This fix is ONLY intended for 1.30.4. It's a simple JASS editing process that can be done with JassCraft.

But I personally avoid using 1.31 for SP campaign when it comes to pre-Reforged. There are quite numerous bugs that can't be even fixed by simple map editing.
 
Examples of broken sounds in the campaign cinematics on patch 1.30.4 are Maiev's Tor'ilisar thera'nal! on Night Elf Mission 4 (The Frozen Throne), footmen shouting Attack! on Human Mission 5 (Reign of Chaos), Meat Wagon sounds on Undead Mission 2 (Reign of Chaos). Basically, any sound that is usually a unit response sound (when you click on a unit and order them to attack, for instance) that is used inside of a campaign cinematic is most likely (always?) broken. Going to a mission's war3map.j file and combining all instances of CreateSound() immediately followed by call SetSoundParamsFromLabel() into a single CreateSoundFilenameWithLabel() fixes the broken sounds.
I know it's a long shot but if this is the case on the latest patch it might be worth reporting it on the official blizz forums.
 
Level 3
Joined
Oct 5, 2023
Messages
5
Any way to make this work for 1.31? Tried putting this in the game folder but the game doesn't detects it. Local files are already enabled
Unfortunately not. The 1.31 campaign files are sufficiently different and even when I try to apply the same fixes, the sounds are still not working.

Though I agree with Ravager16829 - 1.31 comes with a lot of extra campaign bugs (missing hero inventories on some missions is just one example) and keeping the extra 1,92 GB for the 1.30 version is worth it for me just for the campaign.

I know it's a long shot but if this is the case on the latest patch it might be worth reporting it on the official blizz forums.
I don't have Reforged installed and I know that they've fixed at least some of the sounds by simply changing many sound channels to channel 0 (which fixes some of the sounds), so I don't know if my bug report would be of value - I'd have to install Reforged and test there and I'm only interested in pre-reforged.
 
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