Well not quite a smoking gun, however I did notice something interesting when I was doing some testing around the suggestion I made earlier about relative paths. Below is an excerpt from my debug.log, what stood out to me was that the log indicates that relative paths are being addressed in different ways within the application. I also concluded that the working directory being set via a shortcut based launch does positively affect the outcome such that relative paths do work without requiring a “./” prefix. I also was able to discover oddly enough that using identical formatting when referencing the basic menu click sound within the included Basic soundset.json file that if the file was in the root of the soundpack directory it would work whereas if it was referenced lower in the hierarchy say menu/nenadsimic_menu_selection_click.wav it would fail from a non-shortcut initiated application launch. Lastly, in all cases prefixing the referenced path with a “./” worked for me.
[code]0:0:39.431 INFO : Loaded scenario: wilderness
0:0:39.592 WARNING : opendir [./save//Shoreacres/mods] failed with “No such file or directory”.
0:1:47.327 : Log shutdown.
0:12:26.248 : Starting log.
0:12:29.21 INFO : mod_ui initialized
0:12:29.735 : Could neither read nor create ./config/auto_pickup.txt
0:12:29.744 SDL : src/sdltiles.cpp:2017: Failed to load audio file data/sound/Basic/Dark_Days_Ahead_demo_2.wav: Couldn’t open 'data/sound/Basic/Dark_Days_Ahead_demo_2.wav’
0:13:2.271 : Log shutdown.[/code]
DDAsoundpack
[
{
"type": "sound_effect",
"id" : "menu_move",
"volume" : 100,
"files" : [
"nenadsimic_menu_selection_click.wav"
]
},
Basic
[
{
"type": "sound_effect",
"id" : "menu_move",
"volume" : 100,
"files" : [
"menu/nenadsimic_menu_selection_click.wav"
]
},
Working
[
{
"type": "sound_effect",
"id" : "menu_move",
"volume" : 100,
"files" : [
"./menu/nenadsimic_menu_selection_click.wav"
]
},