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
This didn't require a thread seperate from your other one.
Also, http://gbxforums.gearboxsoftware.com...3&postcount=45
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.
edit: i updated the picture it had the wrong version of the sound format. update page to see the new picture.
Last edited by Inferno; August 20th, 2007 at 08:20 PM.
^^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
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.
Last edited by p0lar_bear; August 23rd, 2007 at 01:54 PM.
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