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Sounds in WED -- Only .wav? #120259
03/30/07 15:11
03/30/07 15:11
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
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fastlane69  Offline OP
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I'm looking at putting some sounds in my level. I want to do it through WED for things like streams and trees. However, I notice that the only file format I can load in is .wav. I would like to put .ogg files in the level (due to their size) but that doesn't seem like an option.

Any advice on this? Is there some setting or issue I'm not aware of?

Re: Sounds in WED -- Only .wav? [Re: fastlane69] #120260
03/31/07 13:37
03/31/07 13:37
Joined: Mar 2007
Posts: 261
Germany
Thracian Offline
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Thracian  Offline
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Germany
The possibility of using sounds depends on your edition - in higher editions itīs possible to use ogg sounds. You can also apply sounds via scriptactions to entities in your level. for axampe you define an action treesoundloop and attach it to a treemodel in the wed.


------------------------

All programmers are playwrights and all computers are lousy actors.
Re: Sounds in WED -- Only .wav? [Re: fastlane69] #120261
03/31/07 14:45
03/31/07 14:45
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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I never noticed that you can only use waves. Nevertheless, OGG sounds are extracted in the memory. So there is no real benefit (except for the HD filesize).

I would recommend you to place soundobjects via entityactions.

Another approach would be a global environment soundmap if you don't need to have multiple environment sounds playing at the same places (if so, you can use layered environment sound maps). Then, you take the map (or layered maps) and a mixer checks the camera position against the map and tunes the relevant environmental sounds.

Re: Sounds in WED -- Only .wav? [Re: HeelX] #120262
03/31/07 20:48
03/31/07 20:48
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fastlane69 Offline OP
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fastlane69  Offline OP
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Filesize is a big issue. It's like using bmps instead of jpgs all over the place and can mean a tenfold increase in files!

I knew about assigning entity sounds but it would be more transperant to do it on the map for environmentals. It may not be a big deal to do the environments in .wav, but I thought I would ask before I posted something in "request" or "bugs" about it.

The sound map idea sounds cool, but ultimitely unwieldy to have to go through all that trouble.

Thanks, Heelx. I'm going to post this and see if we can't get all sound formats in WED.

Re: Sounds in WED -- Only .wav? [Re: fastlane69] #120263
03/31/07 22:11
03/31/07 22:11
Joined: Mar 2006
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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you could use media_play/loop() functions. Then through your code you would change the panning/volume depending on the camera's position relative to the sound source.


xXxGuitar511
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Re: Sounds in WED -- Only .wav? [Re: xXxGuitar511] #120264
04/01/07 00:59
04/01/07 00:59
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fastlane69 Offline OP
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fastlane69  Offline OP
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Yeah, there are several workarounds and other ways of doing this.
But for now, I'm just looking to see that WED does what it's supposed to.
Checked the manual and while the "load sound" description states that you can load .wav and .ogg (which is incorrect), the "add sound" states only .wav.

So I'm sure it's either a mistake on Conitec's part in which case we'll be able to add both file formats to the levels or a mistake in the manual, in which case your methods would come into play.


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