diff --git a/OpenRA.Game/FileFormats/AudLoader.cs b/OpenRA.Game/FileFormats/AudLoader.cs index 847223a85d..c48f852807 100644 --- a/OpenRA.Game/FileFormats/AudLoader.cs +++ b/OpenRA.Game/FileFormats/AudLoader.cs @@ -182,8 +182,8 @@ namespace OpenRA.FileFormats // If not, it will simply return false so we know we can't use it. If it is, it will start // parsing the data without any further failsafes, which means that it will crash on corrupted files // (that end prematurely or otherwise don't conform to the specifications despite the headers being OK). - Log.Write("debug", "Failed to parse AUD file {0}. Error message:".F(fileName)); - Log.Write("debug", e.ToString()); + Log.Write("sound", "Failed to parse AUD file {0}. Error message:".F(fileName)); + Log.Write("sound", e.ToString()); rawData = null; return false; } diff --git a/OpenRA.Game/FileFormats/WavLoader.cs b/OpenRA.Game/FileFormats/WavLoader.cs index 3f7d3fba2a..297c733ca8 100644 --- a/OpenRA.Game/FileFormats/WavLoader.cs +++ b/OpenRA.Game/FileFormats/WavLoader.cs @@ -201,8 +201,8 @@ namespace OpenRA.FileFormats // If not, it will simply return false so we know we can't use it. If it is, it will start // parsing the data without any further failsafes, which means that it will crash on corrupted files // (that end prematurely or otherwise don't conform to the specifications despite the headers being OK). - Log.Write("debug", "Failed to parse WAV file {0}. Error message:".F(fileName)); - Log.Write("debug", e.ToString()); + Log.Write("sound", "Failed to parse WAV file {0}. Error message:".F(fileName)); + Log.Write("sound", e.ToString()); return false; }