Sound settings

I added Tie fighter sound to my tie ships -that hiss they make when the swoop past in space from the films. is there a time limit to these short effect wav.clips it appears to cut off some of the sound...my clip is 21 seconds. I could have trimmed wrong but I think part is not playing towards the end. Also are these the correct settings or should I adjust anything when converting .mp3's to .wav?


soundset.PNG
 
@O Ilusionista is correct. Sound files are mono only and capped to 512kb
Could that be why I only hear a portion of the .wav file?

ti.PNG


I don't have any flying animations as of yet .....going to be working on it. I copy pasted this from a text file of another mod to get them to do something, I know it looks goofy right now but I can destroy them :)

Code:
name        Tie
health        10
speed        12
type        enemy
aimove        chasez
hostile        player
speed 4
facing      2
nolife      1
nodrop        2
nopain        1
death       1
score       100 -1
antigravity      100
hostile         player npc
candamage     player npc
sound    data/sounds/Tie.wav




   anim    idle
    
                 bbox     216 400 242 255
    movez     65
    movea    125
                  movea    125
    move    75
    loop    0
    delay    20
    offset    88 -15
    attack    0 0 80 80 200 0 0 0 0 0
    frame    data/chars/Tie/tie.png
    delay    5
    bbox    27 15 91 137
    sound    data/sounds/Tie.wav
    frame    data/chars/Tie/tie.png
 
Could that be why I only hear a portion of the .wav file?

View attachment 4535


I don't have any flying animations as of yet .....going to be working on it. I copy pasted this from a text file of another mod to get them to do something, I know it looks goofy right now but I can destroy them :)

Code:
name        Tie
health        10
speed        12
type        enemy
aimove        chasez
hostile        player
speed 4
facing      2
nolife      1
nodrop        2
nopain        1
death       1
score       100 -1
antigravity      100
hostile         player npc
candamage     player npc
sound    data/sounds/Tie.wav




   anim    idle
  
                 bbox     216 400 242 255
    movez     65
    movea    125
                  movea    125
    move    75
    loop    0
    delay    20
    offset    88 -15
    attack    0 0 80 80 200 0 0 0 0 0
    frame    data/chars/Tie/tie.png
    delay    5
    bbox    27 15 91 137
    sound    data/sounds/Tie.wav
    frame    data/chars/Tie/tie.png


If your sound exceeds allowed size, the overflow porttion simply doesn't play. That is the cutoff you're experiencing. The real world max length for a single sound is roughly 10-12 seconds.

DC
 
If your sound exceeds allowed size, the overflow porttion simply doesn't play. That is the cutoff you're experiencing. The real world max length for a single sound is roughly 10-12 seconds.

DC
Ok thanks/ I can cut 10 off at least because somehow when I made the clip I had some silence in the first 10 seconds. Thanks so much for all your kind advice/tips, and for providing this platform for me to learn. It's a very neat site and game engine. I am really having fun with this. Every time I fail it just makes me want to try try try again.
 
If your sound exceeds allowed size, the overflow porttion simply doesn't play. That is the cutoff you're experiencing. The real world max length for a single sound is roughly 10-12 seconds.
Oh I forgot to ask. How does background and music for the intro/ title screen differ from sound effects if any? For instance I was thinking the He-man game and the GI Joe game seemed to play the whole themes. Although the sound quality of the Joe game is sound kind of weak. I remember reading about ogg file I think? Anyway I love the typical Star Wars opening theme would love to add it to my title screen. :-)
 
Oh I forgot to ask. How does background and music for the intro/ title screen differ from sound effects if any? For instance I was thinking the He-man game and the GI Joe game seemed to play the whole themes. Although the sound quality of the Joe game is sound kind of weak. I remember reading about ogg file I think? Anyway I love the typical Star Wars opening theme would love to add it to my title screen. :)

It's in the same overview I linked. The music channel supports stereo and streams directly from storage (meaning it has no effect on memory and no time limits). Sounds load into memory, and play back on demand. Sounds are mono only.

At any one time you can have one music track and either 64 (current official build) or 256 (beta build) sounds playing simultaneously.

DC
 
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@O Ilusionista is correct. Sound files are mono only and capped to 512kb. Neither of these are as limiting as they seem because you can chain effects and do on the fly stereo mixing.

DC
I went to the link and I did not see the tutorial on how to set up the stereo effects (panning left and right depending on the character's position).
I know the function below is to pan left and right channels, but I don't know how to create the automatic left and right panning effects like you did in the demo.
Code:
setmusicvolume(left, right)

Sorry I have tried to search for the tutorial/script.
Thank you
 
@Bruce

it is possible to feature stereo panning for entities walking around,
i am tagging @DCurrent

i would like to make instructions on how to do it, but i have not figured out how the sounds work in his Golden-axe the hack job module yet
i have only been able to experiment using entities as "dynamic" music instruments for areas

Also , i think DC may have a better version of the scripts necessary to do stereo sound for entity locations, but be aware that it may be difficult if you have problems understanding script
 
Guys I don't want to be obtuse or unhelpful, but panning sound is an advanced scripting technique that requires a fundamental understanding of other concepts. Chiefly, tracking positions, entity enumeration, and creating deltas from two or more location vectors. It's like asking me to teach you a how to throw a spinning heel kick when you haven't learned a proper open stance yet.

Master the basics first, and you'll know how to do this by proxy.

DC
 
@DCurrent

indeed, it is a challenge to figure out how it works with golden axe the hack job,
and i think that even if i manage to make a simple template or demo and some excel tools, it may not be enough for people that are just starting
 
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Guys I don't want to be obtuse or unhelpful, but panning sound is an advanced scripting technique that requires a fundamental understanding of other concepts. Chiefly, tracking positions, entity enumeration, and creating deltas from two or more location vectors. It's like asking me to teach you a how to throw a spinning heel kick when you haven't learned a proper open stance yet.

Master the basics first, and you'll know how to do this by proxy.

DC
Lol if you said it is difficult, I'm sure it will be super challenging for me.
I still have so many things to learn anyway, I'll save this for last although I love stereo/surround sound.
Thank you anyway
 
@Bruce
i hope you can learn the engine faster than i can

here is the thread for DC 's demo:
in case there is no download
i have a copy i can share with you so you can take a look later on, but i may need @DCurrent 's permission.

i made a video where you can see/hear the stereo effects in action:
 
@Bruce
i hope you can learn the engine faster than i can

here is the thread for DC 's demo:
in case there is no download
i have a copy i can share with you so you can take a look later on, but i may need @DCurrent 's permission.

i made a video where you can see/hear the stereo effects in action:
I can not wait for him to finish it!
It would be good if he grants you permission to share it with me, thank you so much
 
I can't stop you from doing anything with what you already have, but you should know this kind of stuff is precisely why I took my OpenBOR repositories private. It was there for me to make incremental updates while working on it. Or to use as an example when I fielded questions and could properly point out specific sections.

It was not put up so people could download and screw around with it in a half-baked state.

DC
 
@DCurrent
halfbaked or not , i am still grateful
it has been a fun challenge so far to tinker with it, and it has helped a bit more in my understanding of script, since i cant retain much i have written notes on it too, so it has been a good part of my repertoire
Do you know of a module that features a better version of this audio feature?
or is this stuff going to be more or better suited for the next version of the engine?
because i would like to compare its texts and scripts against Gaxe the HJ and see the changes...

i am of the opinion that other people with better brains than mine (and that may have the ability to actually experience "love" or have more passion when dealing with programming) can find it even more helpful
 
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it has been a fun challenge so far to tinker with it, and it has helped a bit more in my understanding of script, since i cant retain much i have written notes on it too, so it has been a good part of my repertoire

I don't care what the reason is, at all. If I wanted stuff downloaded and messed with out of context, I'd have put it in Resources with the other samples.

Do you know of a module that features a better version of this audio feature?

Yes. Mine. I'm the only person here who has anything like this at all, and since then I've refined it to be much more elegant and memory efficient. See also, when I feel like making it public, I'll do so.

or is this stuff going to be more or better suited for the next version of the engine?
because i would like to compare its texts and scripts against Gaxe the HJ and see the changes...

Has nothing at all to do with engine versions. I had already asked you not to take stuff out of my repository and mess with it. I'm not trying to be a jerk with you, but I have very good reasons for how I distribute content. Since you elected to ignore my wishes, all I can offer is good luck.

DC
 
Master the basics first, and you'll know how to do this by proxy.
Totally agree. If people want complex features but jump the basics, it can cause unnecessary frustration.

By mastering the basics you will be able to understand and learn better other people's codes, to the point you will be able to code most things from scratch by simply understanding the concept.

Another thing I need to add here is the constant manual reading. When I'm coding, during all the time the manual is always opened for quick reading, and if something is not found I always consult the engine source code. It can speed up learning a lot.
 
Another thing I need to add here is the constant manual reading. When I'm coding, during all the time the manual is always opened for quick reading, and if something is not found I always consult the engine source code. It can speed up learning a lot.

Same here, and I wrote the code. I keep the wiki and a copy of the source handy any time I am doing game making work.

DC
 
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