[NRLoop]
Sounds= bhumecliloop
Control= loop ambient
Priority= Low ;;;also Priority= Lowest but its not working on that
Type= shroud
Volume=40
Also I cant really understand how sound system works. I getting some sounds louder or quieter depends on how many sounds on screen atm, also it happens when music volume changed.
P.s
Sounds has Mono 22050hz 16-bit PCM WAV RAW-format
Themes has only IMA ADPCM and some DB correction QUICK_EDIT
How many sounds may be implemented in "Sounds =" tag?
And does anyone knows what is the maximum length of PCM sounds supported?
I've tried to convert some sounds into IMA ADPCM(cuz of limited PCM length support) but since its "themes" format they r can interrupt each other.
My luck its worked for me. QUICK_EDIT
I did some mad experiment As I said my sound sample has 1+min length so i've tried 2 ways to make it fully worked...
1.I split it into 1-2 sec samples so after i get 90+ samples and then i spelled all of them in "Sounds="... Result was not quite what i wanted but splitting allowed me to convert them into wav16PCM this is a good moment but as i was afraid game wont load all of 90+ samples and there were only 10-20 of them working.
2.I decide to split them with more length in each of pieces ~10-15sec and here's the moment where i get errors with converting into PCM, if i convert them by third party software - game just wont to play it, but mixer wont convert it too(so
the whole problem is length of PCM that game reads, its limited) so i make IMA ADPCM conversion as temporary crutch. Problem with this format is that its interrupting by music themes, as i said earlier. Sometimes it works fine but when next theme starts they stop playing
Currently I dont have time but I will back to this and I will finish this question.
That is how I added building ambient loop from 1 full track. QUICK_EDIT
I think "bhumecliloop" (12 letters) is too long of a filename for the game to handle. Shorten it to 8 letters or less and see if that does anything. QUICK_EDIT
I think "bhumecliloop" (12 letters) is too long of a filename for the game to handle. Shorten it to 8 letters or less and see if that does anything.
It works as IMA ADPCM but wont as 16PCM,
So no its not in the length of file name. Also as splited version it was renamed to short ones.
If you not clearly understand why is all about 16bitPCM: all fx sounds and unit voicelines must be 22050mhz 16bit PCM WAV... When IMA ADPCM is Themes format.
And game it self has limit(i assume) on the length of 16bit PCM sounds
Cuz when PCM is longer than N length it wont play at all and in this case if u r using xcc mixer to convert ur sounds it will gives you an error if you try convert it into wav pcm QUICK_EDIT
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