[article] HL Sound Files
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Re: [article] HL Sound Files
Posted by Forceflow on Sun Jul 11th at 1:27pm 2004



This is a discussion topic for the article "HL Sound Files" by Forceflow which can be found here

Article description:

A perfect mixdown for your ingame sounds.






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Re: [article] HL Sound Files
Posted by Gwil on Sun Jul 11th at 9:08pm 2004


Well presented, clear and straight to the point smiley Good stuff Forceflow, and extra kudos for covering an area that's usually neglected or little is known about.



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Re: [article] HL Sound Files
Posted by Ferret on Mon Jul 12th at 3:01am 2004


One of the better tutorials! WOnderful job forceflow!!!!!



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Re: [article] HL Sound Files
Posted by fraggard on Mon Jul 12th at 3:22am 2004


Excellent stuff.



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Re: [article] HL Sound Files
Posted by Campaignjunkie on Mon Jul 12th at 3:44am 2004


I was under the impression that you also needed to set up cue points for the .wav file so that it can loop properly. Almost every other custom sound tutorial I've seen states this quite implicitly. But maybe Audacity does it automagically, or it actually isn't neccesary? Still, something worth investigating. Nice presentation anyways.



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Re: [article] HL Sound Files
Posted by G.Ballblue on Mon Jul 12th at 5:54am 2004


You need start cues to have a looped sound, yes.

-Busy working on my map -- I'll try this trick out tomorrow on 1:43 minute DOOM song, and see if works smiley




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Re: [article] HL Sound Files
Posted by ReNo on Mon Jul 12th at 3:21pm 2004


Definately the sort of tutorial worth having, its long overdue I'd say smiley Good job mate.



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Re: [article] HL Sound Files
Posted by matt on Mon Jul 12th at 4:20pm 2004


Just what the docter ordered.



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Re: [article] HL Sound Files
Posted by Orpheus on Tue Jul 13th at 12:47am 2004


Ok, i don't have gollum here to authenticate this but, the song i put into my map double_trouble was not cued.. and gollums prefab looped it just fine..

course it is entirely possible that the song had cue points already before i changed it to a wav file.. it was a midi file format prior to my getting it though, so you guys decide.

BTW my stupid ass figured out how to make music play so maybe i lucked into it smiley




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Re: [article] HL Sound Files
Posted by G.Ballblue on Tue Jul 13th at 1:37am 2004


Excellent ForeFlow! Glad to see a tutorial that gives us mappers the ability to make legit HL sound files!

Extra note: Force, I do however, know of a way to make HL sound files, without losing quality (a,la, music clip) like making a 24 bit sound 8 bit, but losing very very little quality -- almost sounds exactly the same. Should I write a tut, or do you want to add it to your tutorial? (Not trying to steal your thunder smiley )




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Re: [article] HL Sound Files
Posted by Forceflow on Tue Jul 13th at 12:28pm 2004


This way, you're not losing much quality either ... but I would like to hear your way too ...

If it's OK for you: send it to me in a PM (a text which is already formatted ... titles, colors, bla bla) and I'll add it to my tut as a note ... ok ? I think it's bettter to have just one tutorial about making HL sounds, instead of 2 or 3 methods ... could be confusing.




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Re: [article] HL Sound Files
Posted by 7dk2h4md720ih on Fri Jul 16th at 1:25am 2004


Great to have this tutorial here. I had massive trouble finding one a while ago.



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Re: [article] HL Sound Files
Posted by fishy on Thu Nov 18th at 4:17am 2004






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Re: [article] HL Sound Files
Posted by Le Chief on Mon Oct 9th at 11:31am 2006


Whats all this stuff about 9919323 hz or whatever. I just open up sound recorder and record with my mic and Play the sounds in game. They Work. But I read it and it was intersting. Good job. Oh wait when I said in game uhhh forget it



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Re: [article] HL Sound Files
Posted by Forceflow on Wed Nov 29th at 11:33pm 2006


The amount of 'hz' is the sample rate for audio. It's how many times you got input bytes on your sound channel. Digital sound never is continuous, you know.




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