Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 20, 2014 11:58 pm Post subject:
The internal WAV player reads and plays any WAV you feed it to, as long as it's either PCM or IMA ADPCM format and has less channels than 3. Bit depth and frequency does not matter.
This even applies to the bag format. Older XCC Mixers had issues with some formats (like stereo samples) being one source of the myth that the game is picky about the properties of the audio it's given to.
The other cause is Ares's loose WAV feature, which itself is a shortcoming - the actual code enforces a bag header for the samples, and that's why loose sounds have to be in 22 kHz PCM 16 bit mono format. I repeat: this is a limit made by the Ares feature implementation not affecting bag or EVA at all.
The original files also were 22 khz 16 bit depth files anyway - 32 bit 22 khz files are a joke, Reaperz. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The other cause is Ares's loose WAV feature, which itself is a shortcoming - the actual code enforces a bag header for the samples, and that's why loose sounds have to be in 22 kHz PCM 16 bit mono format. I repeat: this is a limit made by the Ares feature implementation not affecting bag or EVA at all.
If you ask me, its lousy implementation, shoulda had some kinda reading function to parse the wav header and turn it to the appropriate header but thats I suppose less fast than forcing a default that does no checking what so ever.
Heck, at the least it coulda been ima than pcm... QUICK_EDIT
Thanks guys i had already did it deathreaperz way and the sound works but the 'Text=Silos Needed.' isn't displayed
Your welcome, the text is not for a warning text in the top left corner
Kamuix wrote:
Does anyone know if there's anyway to get text to display? not that it's displayed with other things said in RA2 so it's not that important
I'm not sure but in a single player, you can, and i don't know exactly how. Remember critical structure on mission? It's using text trigger _________________
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