.wav specifications?

Shaybe

New member
New to the site. I tried searching some manuals and the forum but I can't find anything about what type of .wav file is needed for sounds. Some sounds I have work in the game and others don't.
Can anyone help me out?
 
Thank you for the help, I will try out that program and see if it works. As far as the differences in sounds maybe you could try an Audio Recording program such as Audacity. You can edit the wav files and amplify the sound
 
yeah ogg made my psp choppy, it was like if game was pausing for milisecond every 2 seconds or something, very unpleasant.
music takes A LOT of space in some mods, some people go crazy with music files and game is like 30% of MB space and music is 70%, i checked D&D endless quest and game files
(txt and gifs) have 60MB but music folder takes 120MB (!!!) of space, it takes 180MB and easily could of take 70MB with only small looping selected parts of music not entire songs.
 
It was like 300mb but I converted them for PW to .ogg at the time and got it down to 120mb

Can get it lower if you want to drop them to 22khz, which sounds more retro anyway.
 
nsw25 said:
WAV files for sounds should be 22kHz, 8bit mono.

i use a program called GoldWave which was reccomended here before. The settings for sound WAV needs to be 'PCM unsigned 8 bit mono'

so bad Goldwave doesn't have 'PCM unsigned 16 bit mono'
 
@ DIF - I know right?

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@O Ilu - Yeah that's a smart/pro setting, probably the best to use for quality and file size. I usually opt between 22hz mono for very small filesize or 44hz stereo for best quality thou. For my personal stuff I have higher quality cause I don't care about the size. 

Some music just sounds better thou at low rate anyway, like some old arcade games. 22khz will keep that low-fi arcade machine sound.


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@Everyone/Anyone


Upsampling is a bad idea, so If you already have samples as 11khz 8bit mono .wav files, just leave it.
Changing to 22khz or 16bit will probably just add noise, not make it any better. 

If you have 22khz music files, than the same applies, just leave them 22khz

Downsampling is fine, but once you have a .wav file at low rate you cant put the information back by going to higher sampling rates.


~ MUSIC vs SFX
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Remember OpenBOR has it's own volume settings and audio quality settings, and everyone has a volume switch on their speakers.
But we want default settings to work well for the user.

Music is generally saved nowadays with no dynamic range whatsoever, that is that the volume is boosted to just under 0.0dB (decibles)
Anything above zero creates 'clipping' - This is a modern phenomena in the recording industry that resulted from the need/want to be loudest song on the radio. (The Loudness War - http://turnmeup.org/ )

You do not need music files like this for games. 

If your music files are too loud than there is no headroom for sound effects. 

A good rule is to keep samples close enough to zero but well under to prevent clipping. 

Music should be less than sfx/samples, like -3dB to -6dB less.

I've found you do need to be a bit louder than normal with openbor, but just make sure to never boost them to the max.

There's no perfect settings, use your own judgment and be wary of mixing your settings based on one set of speakers.

Games need to audio mixing just like you would with a song. The singer should be the loudest, but you should be able to hear everything clearly and equally.

In the case of games we have sound voice effects and voice samples that should always be heard clearly.

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Earlier in the thread I mentioned using 'maximize volume' as a quick solution for fixing volume, thou you should avoid using this most the time.
It is good for things like extremely quiet samples, but use with caution and make sure that the end result isn't creating clipping.
 
BeasTie said:
@nsw25 - in GoldWave you can try going to -

Effect -> Volume -> Maximize Volume.... 

When the window pops up just click OK.

When I use this and want to sve the changes, an error message pops up, it says invalid floating point operation  :(
so I cannot maximize the volume of the songs....
it doesnt happens with all the songs, and when happens, I choose "save as", choose a different and it's ok

strange..
 
Yes I've had this error too, it's problems with windows and goldwave, it's kind of random thou.

I constantly get that error when trying to save .OGG files in goldwave, but not all the time, gets annoying.

Instead of using maximize volume thou, try increasing it yourself, like +3dB each increase, test to make sure it's not clipping .

If want to use Audacity, you can try Normalize function (also good for things that are too loud), or use Amplify function.
 
O Ilusionista said:
Sometimes I use .ogg 32kHz 92kbps (0.6q) mono on my music files.

yeah ogg made my psp choppy, it was like if game was pausing for milisecond every 2 seconds or something, very unpleasant.
Hum, this is bad to know.

I just discovered by accident that if you use 32kHz .OGG file in OpenBoR it plays back distorted/bad quality, must be from openbor resampling to 44kHz.  Not sure if the problem is new, or isolated to this track somehow.  Maybe this is somehow related to the problems with .ogg playback on PSP.
 
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