Re: Sound prob
Posted by matt on
Fri Jul 9th 2004 at 6:19pm
matt
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I've just started to finnish cartoon laboritary, and am faced with one of the problems that made be stop mapping last time. I have some sound files (WAVs) which I am using in the level. Could somebody tell me the correct samping and bit rate that the sounds need to be in for half life to play them. Thanks.
Re: Sound prob
Posted by G.Ballblue on
Fri Jul 9th 2004 at 6:48pm
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Unsigned, One start cue, 11025Hrz, 8 bit, mono, compression is PCM. suggested that it is less than 3 minutes. - path name must given perfectly, sometimes adding or taking away the .wav at the end of the filename can fix the problem.. I'm not sure how you make a start cue, or what is "unsigned". I was about to ask a sound question.. heh :biggrin:
Re: Sound prob
Posted by fishy on
Fri Jul 9th 2004 at 7:48pm
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i'm surprised that no-one's made an exe that spits out a usable hl wav file when you drag and drop any other wav file into it. it doesn't sound too hard to pull off. for someone who knows about such things though, not me. :smile:
Re: Sound prob
Posted by Forceflow on
Fri Jul 9th 2004 at 8:30pm
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audacity.sourceforge.net
:smile: (free sound editor .... maybe I could script what you said, fishy ... I'll have a look.)
Re: Sound prob
Posted by G.Ballblue on
Fri Jul 9th 2004 at 8:41pm
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heh. While were on the topic of sound, what is :
(A) and unsigned sound?
(B) how to u place a start cue in Creative WAV Studio or Audicity?
and Lastly:
What is "sound has bad loop length" error?
Re: Sound prob
Posted by G.Ballblue on
Fri Jul 9th 2004 at 9:26pm
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Heh :biggrin:
Leave it to me to ask a question then figure it out several minutes later...
Matt -- if you can't get sounds to play, do this:
1: have the sound that you want in your map. Have it all patched up, edited, cut, etc. All ready to go.
2. Open any gunshot sound from an HL game -- CZ gun shot sounds are recomended.
3. In your sound program (creative WAV studio is suggested), drag and drop over then entire sound you want in your map (YOUR sound, not the gun shot) right click and hit copy. Then go to the gun shot sound. Drag and drop of that entire sound, and hit paste.
The gunshot sound should be copied over, there should be no timing conflicts (there might be -- if your sound is longer than the gun shot, it might squeeze all of the sound into the gun shot sounds timing). The sound should be in the right format, and fully usable. Place it in the right folder, and you should be all set to go. :smile:
Re: Sound prob
Posted by Forceflow on
Tue Jul 20th 2004 at 2:26pm
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ty Reno :smile:
I am honored.
Re: Sound prob
Posted by G.Ballblue on
Tue Jul 20th 2004 at 4:25pm
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UPDATE!!!!
I was listening to some of my CLASSIC sounds the other night, and I realized that Sven-Coop is compatible with sound that is 16-bit but runs on a 8 bit system, and runs on 22052 (whatever the number) hrz.
THAT's why my sounds sound so good.... couldn't figure it out!! :biggrin:
Those numbers might apply for Half-Life, I'm pretty sure of it, since Sven Coop runs on the same exact engine. :smile:
Now go make some high quality sounds :biggrin:
Re: Sound prob
Posted by matt on
Fri Jul 23rd 2004 at 11:42am
Posted
2004-07-23 11:42am
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Ok, I have a new problem now. I can't get the sound I'm using to loop. It plays once, put then stops. Any ideas?
Re: Sound prob
Posted by G.Ballblue on
Thu Jul 29th 2004 at 2:15am
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Yea. Put a start and end cue in it :razz: