View Full Version : command to compile sounds?
Inferno
August 20th, 2007, 06:13 PM
whats the tool command for sound compileing. im useing wav cause its easyest format to create.
every time i try i get a weird error and it exports an empty file
teh lag
August 20th, 2007, 06:17 PM
This didn't require a thread seperate from your other one.
Also, http://gbxforums.gearboxsoftware.com/showpost.php?p=987533&postcount=45
Inferno
August 20th, 2007, 07:17 PM
ok so my attempt at this is failing. here is the 2 commands i tryed. one exports a file that has no sound in gasme and no sound block of data in guerilla.
the other causes a error.
and the botom that shows the window with the info for the sound i saved. im pretty sure its in the right format. so idk why i cant get this to work.
http://www.freewebs.com/infernosk8terstuff/wtf.PNG
edit: i updated the picture it had the wrong version of the sound format. update page to see the new picture.
Ingulit
August 20th, 2007, 11:32 PM
http://hce.halomaps.org/index.cfm?pg=3&fid=2659
<3
Inferno
August 21st, 2007, 12:11 AM
usedthe app. seemd to work but it didnt export any files.....
wtf?:confused:
kenney001
August 21st, 2007, 12:22 AM
^^It saves to sounds/music i believe
i believe tool only works when compiling mono or stereo 22,050khz, 86kb/s. Or else anything else i have tried fails.
this works every time. I save with wavepad, and type (using weapons/smg/sounds/fire.wav (@22,050khz stereo) for example)
tool sounds weapons/smg/sounds ogg 45000
if it was mono, it would be:
tool sounds weapons/smg/sounds ogg 22050
Inferno
August 21st, 2007, 12:34 AM
im running a search over my tags list... ill see if its hter
nope. ill try that wavpad tomarow.
p0lar_bear
August 23rd, 2007, 12:51 PM
All source sound effects need to be in uncompressed PCM format, and saved as WAV files (like what you did there). It looks like you have a bad sampling rate. Delete the blank tag and recompile, but read this first:
Impulse sound effects (gunshots, impacts, etc that would originate from an object) should be mono, 16-bit, 22KHz, and compiled into XBox ADPCM or standard ADPCM format (use "none").
Dialogue should be mono, 16-bit, 44KHz, and compiled into oggVorbis format.
Music and ambient (background) sounds should be stereo, 16-bit, 44KHz, and compiled into oggVorbis format.
When compiling, you do not need the ".wav" extension. Tool only looks for and compiles ADPCM Wave files. I also hear Goldwave is a good editor.
Patrickssj6
August 24th, 2007, 02:10 PM
2 things:
OGG dll fixes and compile with OGG compression (those are wav files not ogg!)
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