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Author
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Topic: When I replace a sound effect with one of my own, in-game it doesn't play! NEED HELP!
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hteS Member Posts: 429 From: Stockholm, Sweden Registered: Aug 2001
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posted 10-06-2001 03:35 AM
Title says it all.------------------ We are the vampires of TRLE! All your level are belong to us! E-mail the leader: ganon93@hotmail.com ! Or if you speak swedish, visit the IP: Logged |
hteS Member Posts: 429 From: Stockholm, Sweden Registered: Aug 2001
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posted 10-06-2001 06:57 AM
*bump*IP: Logged |
jeffrey van oort Member Posts: 506 From:Monkey Island Registered: Jun 2001
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posted 10-06-2001 07:14 AM
convert your sound to wave and make sure your sound f..... is the same as the original tr4 sounds.------------------ Hit the monkey and you'll get 20$ IP: Logged |
hteS Member Posts: 429 From: Stockholm, Sweden Registered: Aug 2001
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posted 10-06-2001 07:19 AM
Everything in my file is the same as the other TR sound effects. When I trigger the sound, it makes a small noise instead of the sound effect.IP: Logged |
jeffrey van oort Member Posts: 506 From:Monkey Island Registered: Jun 2001
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posted 10-06-2001 07:25 AM
change the id or what ever it's called. Download mp3towav. this program helps. (Don't ask me where you can download this)------------------ Hit the monkey and you'll get 20$ IP: Logged |
DUDEcroft Member Posts: 151 From:Toronto, Ont, Canada Registered: Mar 2001
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posted 10-06-2001 07:27 AM
Is the sound a audio that you would trigger or a sound a baddie might make??
------------------ DUDEcroft IP: Logged |
hteS Member Posts: 429 From: Stockholm, Sweden Registered: Aug 2001
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posted 10-06-2001 07:27 AM
It's the explosion that is connected to Flipeffect 11 (shaking the screen with an explosion sound effect) quote: Originally posted by jeffrey van oort: change the id or what ever it's called. Download mp3towav. this program helps. (Don't ask me where you can download this)
What is mp3towav? [This message has been edited by hteS (edited 10-06-2001).] IP: Logged |
hteS Member Posts: 429 From: Stockholm, Sweden Registered: Aug 2001
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posted 10-06-2001 07:57 AM
Solved it! I made it a CD track!IP: Logged |
Mulf Member Posts: 112 From: Registered: May 2001
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posted 10-06-2001 08:55 AM
What you describe is rather a circumvention of than a solution to the problem. You have been lucky though, because when I tried replacing the existing sounds from the ‘samples’ folder, tomb4.exe crashed to desktop on loading the game, rather than merely refusing to play the sound. The sounds are stored as .wav files, compressed in PCM format, 22.050 kHz, 16 bit, mono. You can use the Windows Audio Recorder to convert your files to that format, but whether or not I run pcwadsfx.exe, the game will inevitably crash. So what’s the deal here. Anyone? IP: Logged |
Conan the Barbarian Member Posts: 335 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 03:43 PM
In the manualP64 refers to - Samples Folder (standard 22khz wav files) P65 refers to - Audio Folder Audio tracks (MS-ADCPM 44khz wav files) When I look at Magnum.wav in the Ms Sound Recorder under File | Properties it says: PCM 22,050 Hz, 16 Bit, Mono The Audio folder files report Microsoft ADPCM 44,100 Hz, 4 Bit, Stereo However I have changed the magnum to another sound - same name, apparently correct format, and I did rebuild the sounds using pcsfxwad. The game kept freezing at the load screen When I reverted to the originals and pcwadsfx'd etc. all worked. I'm wondering if maybe the sounds are actually ADPCM 22,050 Hz, 16 Bit, Mono ?? Anyone made this work properly - if so please post complete [ idiot ] instructions TVM
------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
Raider of Tombs Member Posts: 664 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 10-10-2001 03:55 PM
hope this helps a bit: 003888.html
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Conan the Barbarian Member Posts: 335 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 04:19 PM
Thanks for the link - But that's relaiting to 44KHz Audio files.The problem is with the 22KHz SFX clips Anyone know the definitive answer to this??? ------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
aktrekker Member Posts: 504 From:WA, USA Registered: Apr 2001
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posted 10-10-2001 04:34 PM
The sound effects are not in the audio directory, but in sound/samples. But they are the same format, PCM, 22050, 16 bit mono.How long is your sound effect? Did you add a line to sounds.txt? Or just replace the existing filename?
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Conan the Barbarian Member Posts: 335 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 04:57 PM
The original files used in investigation were as installed from the TRLE CD:C:\Program Files\Core Design\trle\audio\000.wav 3.13 sec 139264 bytes Microsoft ADPCM 44,100 Hz, 4 Bit, Stereo C:\Program Files\Core Design\trle\sound\Samples\magnum.wav 0.54 secs 24150 bytes PCM 22,050 Hz, 16 Bit, Mono The test sound to replace magnum.wav was: phaser.wav 0.22secs 4970 bytes PCM 22,050 Hz, 8 Bit, Mono After conversion this is phaser.wav 0.22secs 9940 bytes PCM 22,050 Hz, 16 Bit, Mono This was added to C:\Program Files\Core Design\trle\sound\Samples\ as magnum.wav I used pcwadsfx to rebuild the samples The game engine crashes on load I haven't edited sounds.txt so far ------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
aktrekker Member Posts: 504 From:WA, USA Registered: Apr 2001
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posted 10-10-2001 05:56 PM
I assume that after you ran pcwadsfx you rebuilt your level. Well, that's probably a dumb question, but thought I'd ask.
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Conan the Barbarian Member Posts: 335 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 08:33 PM
As I always tell my students - "The only dumb question is the one you don't ask, because it will never get answered"I honestly can't remember - it was about 4 a.m. 1] I definitely didn't change the sounds.txt file. 2] I definitely did do the pcwadsfx bit 3] I definitely did do a level rebuild But 2 and 3 may have been the other way round  I'll try again and post either way - success or not 
------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
Conan the Barbarian Member Posts: 335 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 11:07 PM
If I replace one TRLE SFX with another, rebuild the sounds, then rebuild my level it works - really funny to have the magnums oinking!But if I convert another non-TRLE wav sample to what is purportedly the same format and do the same it won't work - it hangs tom4.exe at the initial load screen. C'mon guys 'n' gals, no-one used custom soundFX samples???
------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
aktrekker Member Posts: 504 From:WA, USA Registered: Apr 2001
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posted 10-11-2001 01:39 AM
Maybe one of these threads should be closed.
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Fearful Symmetry Junior Member Posts: 18 From:Ten Forward Registered: Sep 2001
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posted 10-11-2001 05:21 PM
You need some audio conversion sw, like jukebox, with which you reformat sound file content, so that its size,length,freq, an pitch, conform to the limits of the program playing them. for when they dont, the main prog cant process them.having a decent sound card also helps. IP: Logged |