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Author Topic: Sound problem.  (Read 442 times)
matija123
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« on: June 20, 2014, 11:07:22 am »

Hello there. A few days ago, with my bud, I've tried to make some funny sounds for models, we recorded our sounds on Microsoft Sound Recording Software with my shitty mic.
Later we put it in Model "jump1.wav" and we got some really weird sound, like 10x depper than my own. I dont really understand what's the problem, maybe Hz's or something else...

I will be happy for any answer Smiley
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fromhell
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« Reply #1 on: June 20, 2014, 02:53:49 pm »

The engine should be able to resample the sound at load time to the game's mixing rate (default 22050hz, configurable by s_sdlSpeed (should be s_khz but Sad ), but 44100hz(48000hz?) for OpenAL).  What frequency is your sound and are you using OpenAL when you play?
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matija123
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« Reply #2 on: June 21, 2014, 02:50:46 am »

Ah ye, I'm not using OpenAL when playing    Roll Eyes But how should I check which is my sound's frequency  Sad
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andrewj
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« Reply #3 on: June 21, 2014, 03:29:17 am »

Are you sure it is really a WAV file?

WMA or MP3 will not work.

The free program 'Audacity' can be used to double check it.
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matija123
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« Reply #4 on: June 21, 2014, 03:34:40 am »

Yes, I am sure I've recorded wav file.
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Gig
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« Reply #5 on: June 21, 2014, 04:28:00 am »

Sometimes (rarely) I've seen wav files with a codec different from their standard PCM (e.g. wav with mp3 encoding)....

Q3 native sound format is PCM wav, 22Khz mono, I don't remember if 8 or 16 bits (but gtk radiant documentation mention this). Following that, you should not have problems.

However, once Fromhell told me OA should be able to correctly play wav files of any rate, and so I included a 44Khz file in my oacmpdm10 map... but that file is just a looping water sound, I have not been able to distinguish whether the game is actually playing it at normal speed, half or double speed.Maybe I should have converted it to 22Khz, although the result already seems okay?

I have some dubt about real behavior also because I can guess the sound play code may not be the same for background music, maps speaker entities and character sounds: ogg files, currently can be used for background music, but not for maps speaker entities.

Gig from cell phone.
« Last Edit: June 21, 2014, 04:30:27 am by Gig » Logged

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