XACT files(xgs,xsb,xwb) don't deploy during Publish; getting FileNotFound

My problem:

My game project in XNA uses 2 sounds. I went thru the XACT tutorial(for my uses I found it quite easy to add my .wav files used via XACT), and I now have all code in place, and functioning. When I Start Debugging in XNA, my game runs correctly, and I get the correct audio plays when the proper events cue them up.

HOWEVER, once I publish the same project, and install it from the Setup.exe, the installed game crashes. I get the error: system.io.filenotfoundexception.

What I have checked already:

1.All 3 XACT files are in my main game directory.

2. All 3 are set to 'always copy' to output directory.

3. All references in the Sound.cs class I created point to the correct XACT files(the build would not run if it didn't but I did verify it).

What I noticed:

1. I have NO XACT files in the installed directory. All other resources that were found in my main game directory in XNA GSE are found here, with an added .deploy extension, but my 3 XACT files, found in that same XNA GSE, do not get deployed here. Now I am somewhat new to game development, especially in XNA GS, but I am pretty sure if the game needs to use this XACT audio that it would need to be deployed to that directory as a function of Publish, no

I am abit stumped and would greatly appreciate some help. Thanks ahead of time.



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XACT files(xgs,xsb,xwb) don't deploy during Publish; getting FileNotFound

  • William Vaughn

    Whoa. Don't blow me away with responses, guys.
  • NVITGuy

    I'm not 100% sure how the publish stuff works but typically it doesn't cope very well with DirectX based applications becuase it doen't get all the dependencies correct.

    1st thing to do is ensure that the 'file not found' error is referring to the Xact files and not some other supporting stuff.

    Use filemon from http://www.sysinternals.com and set your filter to be the name of your EXE then watch for the rrror in the trace. Or try putting a copy of the xact files in the directory and seeing if it runs correctly.

    If its the Xact files for sure then this probably needs to go back to the VS forums so that people there can advise you on how to get the files included in the deploy. There's nothing in GSE that specifically would exclude certain files.



  • progames25

    Hi. XNA Game Studio Express doesn't support the use of the Publish command in V1. We know this is an active problem and we'd like to get it fixed in subsequent versions. There will be other content/resouces that won't work in the Publish wizard beyond XACT that aren't in XNA Game Studio Express Beta 1.

    Thanks!

    aL



  • smogit

    While XNA GSE is in beta the only way for you to share games is by providing source code and asking the people you want to share with install GSE. There is no supported way of distributing the dependencies and MS do not grant a go live license with it. Yes you can try but you won't get any support if it doesn't work.

    See http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=686552 and http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=684215

    To be honest I am still surprised this doesn't work - as long as you have all 3 of the XACT files your game should load it just fine. Did you try filemon and see where your app is looking for them



  • JohnDough

    It for sure the Xact files. When I take out references to the audio, the problem goes away.

    I tried putting the files into the published directory manually. Still no bueno.


  • cosminb

    No ideas Nobody
  • riga66

    Very odd. Do you have the very latest DirectX runtimes on the machine you are trying to run on Run this http://www.microsoft.com/downloads/details.aspx FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3

    What does filemon say Maybe its looking in the wrong place for the files.



  • PedroCGD

    Moving to Game Studio Express forums and giving a bump in the process.



  • L0n3i200n

    So am I oversimplifying to say that this answer means that I cannot share games I have made, if they use XACT audio files

    If that is so, is there another method of publishing usable audio before the next XNA version(I'm assuming this is a fairly high priority fix)


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