Closed GoogleCodeExporter closed 9 years ago
Original comment by LeeBamberTGC@gmail.com
on 24 Feb 2011 at 7:46
Well there is specific format to make it work. The file must be 22kHz 16bit
mono. In this case wmv plays, with "underwater" pitch effect...
How to solve it for music files I still dont know.
Also it would be cool to be able to bypass the pich effect on selected
sounds/music :(.
Attached properties of file that works.
Original comment by dan.sand...@gmail.com
on 6 Mar 2011 at 11:32
Attachments:
I don't know much about the technical stuff of music but it seems that the
sound file must be a "wav" file.
I was using a file that was an "ogg" file. The game would crash when I entered
into the water. However, when I converted the "ogg" file to a "wav" file there
was NO problem.
When using the "ogg" file I would get the error message as shown in the
attached file.
Original comment by terryr...@gmail.com
on 25 Mar 2011 at 1:45
Attachments:
I am pretty sure its in the file format. However, .wav file for music would
occupy a lot of space. Also, I suppose you prefer stereo for music, right?
There should be file format specifications at least, by authors of the engine.
Not only sounds and music, but for videos too... This trial and error method is
such waste of time...
I will inform you if I´ll find a workaround, but at present state your built
game just crashes when your music is playing and you enter water pool
(sometimes) or start level underwater (everytime).
Original comment by dan.sand...@gmail.com
on 25 Mar 2011 at 2:54
OGG works everywhere but water. I use it for the exact same reason you state in
that a WAV file is very, very large. I did not comment by meaning if we use
water we need to use WAV. I mentioned it because it might help Lee understand
what is going on. There are a couple of other formats that work with FPSC and I
will be trying those as well to see if they crash.
Original comment by terryr...@gmail.com
on 25 Mar 2011 at 7:41
I'm using music and I guess I don't really need stereo but when you use the
music and musicoveride I guess you automatically get stereo?
I never actually listened to the music when I went under water. Had the sound
off. But, this time I did. It seems that they changes something. The music is
slower and a little deep pitch when you go under water as if this is what one
might hear when under water. It returns to normal when the player gets out of
the water. I suppose it can't do that with a compressed file such as OGG. I
don't know really.
Because, the size goes from 1800KB to 21000KB, as a work-a-round in the
meantime, I will use OGG but stop the music when under water. That is going to
be tricky though.
Original comment by terryr...@gmail.com
on 25 Mar 2011 at 8:00
Dan,
The looking at the source code, what happens is that when going underwater the
sound speed is altered. The command is "set sound speed:"
The command will set the frequency used by the specified Sound Number. Decibel
frequency ranges from 100 to 100,000 and must be specified using an integer
value.
It resets it to a decibel value of -10000.
This command is also used for material sounds. All material sounds are small
and all are WAV files. Material sounds are the "footfall" sounds.
I just thought of something. The error message states that the "Sound frequency
value" is illegal. That must mean it is below a certain frequency that it can't
handle. I need to look into that. And maybe that's why anything above a
frequency of 10000 would work but if it was below would not? What do you think,
Dan.
Original comment by terryr...@gmail.com
on 25 Mar 2011 at 9:57
OK, this has nothing to do with the fact that it is an OGG file. It has to do
with frequency as Dan had alluded to earlier. For testing purposes only, I
modified the source code to (for Lee):
if sound exist(s)=1
if sound speed(s) > 10000
set sound speed s,sound speed(s)-10000
endif
endif
My OGG file did not crash the game because it did not execute. However, what I
don't understand is that according to ImTOO OGG the frequency is 44100. That is
more than 10000. DBPro's "sound speed" command must be finding something
different or no frequency because it is OGG. I'm confused but it's only because
LEE ONLY KNOWS FOR SURE. :LOL:
Original comment by terryr...@gmail.com
on 25 Mar 2011 at 10:33
Nice little fix, well done!! Fixed for next beta.
Original comment by LeeBamberTGC@gmail.com
on 28 Mar 2011 at 5:14
Original issue reported on code.google.com by
dan.sand...@gmail.com
on 22 Feb 2011 at 1:44