.wav the hell is going on here? (yeah it's a pun... and yeah I'm
by Matt W · in Torque Game Engine · 12/29/2001 (4:47 am) · 5 replies
Okay, I am aware of sound "marks" (dunno technical term) that can be embedded into .wav files to help with looping and such (worked with them in Half-life... never made them though) but I can't seem to figure out if that is something that Open AL/Torque needs to load and play the wav sound.
The sounds that come with the sdk (footstep.wav, testing.wav, buttonOver.wav) all seem to be "different" from normal wavs borrowed from oh say... Counter-strike.
I just try a simple name switch and they (the sounds borrowed from other places) won't work. The original three work just fine though...
Can someone please explain what I need to do to process wavs to work and be recognized by Torque's/Open AL?
Any assistance is welcomed, cause I wanna plunk these holder sounds in so while the more important stuff is being coded I won't have to be confused when I see someone get blown up and all I hear is whitenoise...
Thank you.
The sounds that come with the sdk (footstep.wav, testing.wav, buttonOver.wav) all seem to be "different" from normal wavs borrowed from oh say... Counter-strike.
I just try a simple name switch and they (the sounds borrowed from other places) won't work. The original three work just fine though...
Can someone please explain what I need to do to process wavs to work and be recognized by Torque's/Open AL?
Any assistance is welcomed, cause I wanna plunk these holder sounds in so while the more important stuff is being coded I won't have to be confused when I see someone get blown up and all I hear is whitenoise...
Thank you.
#2
12/29/2001 (5:37 am)
There were some problems with wav files formats that Tim fixed in a fairly recent version. I would get the latest DEV_Stable version and see if they play then. If that doesn't work try the HEAD version.
#3
OpenAL (openal.org is the site) didn't seem to explain any specific "format" used with Wav files, so that didn't clear-up anything.
I keep hearing "HEAD" and such... how do I know when changes occur on the CVS server? Do I have to login everytime to check? hehe, I guess i've just been sheltered for so long and assumed changes were announced somewhere.
Right now im working with v1.1 (which I thought was the newest) that I downloaded from cvs about a week back.
Thank you all for your help, the community here is great!
12/29/2001 (6:00 am)
Hehe how recent is "Fairly recent"? I'm still learning this CVS setup, and it was only about 6 days ago since I originally downloaded the original set of files (v1.1)OpenAL (openal.org is the site) didn't seem to explain any specific "format" used with Wav files, so that didn't clear-up anything.
I keep hearing "HEAD" and such... how do I know when changes occur on the CVS server? Do I have to login everytime to check? hehe, I guess i've just been sheltered for so long and assumed changes were announced somewhere.
Right now im working with v1.1 (which I thought was the newest) that I downloaded from cvs about a week back.
Thank you all for your help, the community here is great!
#4
Dark
12/29/2001 (7:37 am)
v1.1 isn't the head version. It's the newest stable version. To get the head version type "HEAD" as the version/tag when you update. It is the absolute latest version, but often unstable.Dark
#5
I believe that if you download the DEV_Stable version you will get the fix for the wav file program.
12/29/2001 (8:05 am)
Versioned releases (1.0 1.1) are the latest versions of the software which GG is releasing for use by the community. DEV_Stable is the latest stable version that the developers have approved for use by other developers. It has newer features/enhancements/bug-fixes vs. the release version. HEAD is simple the latest checked in version. It has enhancements, bug fixes etc. that may or may not be comlpete.I believe that if you download the DEV_Stable version you will get the fix for the wav file program.
Torque 3D Owner Phil Carlisle
Dunno the addy though :))
Phil.