Sound formats
by Snowman · in Torque Game Engine · 10/18/2001 (8:23 pm) · 10 replies
Hi, I've been having some trouble with sound formats. I can record in my own sounds, but when saved in 22k 16 bit mono format, Torque crashes when trying to use them.
I have found a workaround however. If I open one of Torque's sounds in Creative Wavestudio and copy my recorded sound on top of that one, then resave to a different name, it works =)
This leads me to believe that there is either a special format that is required, or there is a bug hiding somewhere.
Any help?
Thanks!
-Snowman
PS This happens with the 1.1 release and the HEAD release that I got tonight. Thanks again!
I have found a workaround however. If I open one of Torque's sounds in Creative Wavestudio and copy my recorded sound on top of that one, then resave to a different name, it works =)
This leads me to believe that there is either a special format that is required, or there is a bug hiding somewhere.
Any help?
Thanks!
-Snowman
PS This happens with the 1.1 release and the HEAD release that I got tonight. Thanks again!
About the author
#2
--Rick
11/25/2001 (5:39 pm)
There was a bug in the wav loader that didn't handle some poorly formated wave headers. If you get the latest build from CVS it will load them fine.--Rick
#3
Unfortunately, the new HEAD does not integrate well with my version. Did anything major change?
I haven't had a chance to do anything major with it yet (to see if I can get it to work.) It compiles fine, but when I start the app my cursor is not there (It is replaced by 2 red dots that look like the dots when editing the terrain). If I try to access the console, or press a button to go on to the next menu, I get an error saying that it cannot build the bitmap array or something of the like.
Anyway, I can compile and run the HEAD fine if it is not an upgrade of my code. I absolutely love the new editor. It is *so* much nicer to work with. =)
Thanks for the reply Rick.
-Snowmn
11/26/2001 (5:13 pm)
Cool, thanks Rick.Unfortunately, the new HEAD does not integrate well with my version. Did anything major change?
I haven't had a chance to do anything major with it yet (to see if I can get it to work.) It compiles fine, but when I start the app my cursor is not there (It is replaced by 2 red dots that look like the dots when editing the terrain). If I try to access the console, or press a button to go on to the next menu, I get an error saying that it cannot build the bitmap array or something of the like.
Anyway, I can compile and run the HEAD fine if it is not an upgrade of my code. I absolutely love the new editor. It is *so* much nicer to work with. =)
Thanks for the reply Rick.
-Snowmn
#4
Again, Excellent job on the new editor!!!
-Snowman
11/26/2001 (6:23 pm)
Never mind that. Had to do some manual murging of the scripts, and a re-build all. That took care of all of my problems.Again, Excellent job on the new editor!!!
-Snowman
#5
--Sty
11/26/2001 (9:23 pm)
I have a question concerning sound. Will the Torque be supporting the Ogg Vorbis codec (Vorbis)developed by Xiphophorus Software? I thought it was pretty snazzy of Bohemia Interactive Studios to integrate it in Operation Flashpoint. Pretty small files while still maintaining clarity. Thanks.--Sty
#6
11/26/2001 (11:49 pm)
I'm going to be adding Ogg Vorbis support to my game at some point, though I'm not sure when.
#7
11/27/2001 (10:37 am)
*Bump* for Rick or Tim.
#9
12/01/2001 (9:38 pm)
thanks. Yes to Ogg!
#10
12/01/2001 (10:53 pm)
Very cool. Danke :)
Torque Owner Snowman
What was used to create the sound fx that come with the sdk? Or are those merely from tribes 2?
Thanks!
-Snowman