If the sample volume is too low, you may need to increase it a bit using sound editors.sorry edited tread, was blaming hitfx wronggly. for some reason most sound i use have to amplyfy to oblivion to been able to hear them in game, any ideas of what can i bee doing wrong ?
hey kratus, i do it, use audacity.. but in order to hear them have to amplify them to the point of clipping, was wondering if i did something wrong on my end or was a known thing..If the sample volume is too low, you may need to increase it a bit using sound editors.
yea it may be a result of the other sounds been louder, anyway got them to work though with awfull quality, if i ever start other project will adjust all sounds to the lower denominator lol.I also balance my sounds with Audacity, making sure that it is set to the same level, CD quality 44100Hz mono ogg.
Perhaps your sounds are of low quality and it would be necessary to adjust them to other ambient sounds.
you mean your songs, right? As we can't use .ogg as sound effects.I also balance my sounds with Audacity, making sure that it is set to the same level, CD quality 44100Hz mono ogg.
About mono/streo, you won't gain anything if you use stereo sounds - devs can correct me, but as far as I remember, the sounds are played in mono.
hey kratus, i do it, use audacity.. but in order to hear them have to amplify them to the point of clipping, was wondering if i did something wrong on my end or was a known thing..
do you have an specific way that keps quality?
I always avoid reaching the clipping point in samples/music, preventing quality loss and distortions.yea it may be a result of the other sounds been louder
Yep, I know. There are some other effects which could evident, like Stereo Chorus, Delay, Reverb or Phaser - all of them, in stereo.I very much do notice the difference in mono vs. stereo music (assuming of course the track itself was recorded in stereo), so I usually keep it, but that's all a matter of taste.