IrocJeff Posted December 22, 2013 Share Posted December 22, 2013 How does one go about adding new sounds to Jedi Outcast? I've seen wav and mp3 files in the game so I'm guessing those are the 2 default formats I'll be using. Is there any specific bit rate on this stuff that needs to be taken into consideration? Kinda like textures must be a power of 2. Any specifics with each file type? Could someone explain this process to me or link me a good tutorial? Link to comment
Circa Posted December 22, 2013 Share Posted December 22, 2013 Shoot. I forget the exact limits. It's different between sound effects and music I believe. Going from the ones found in the assets, you can at least do: Music: MP3, Stereo, 44100Hz, 32 bit Sound: WAV, Mono, 22050Hz, 32 bit MP3, Stereo, 44100Hz, 32 bit I'm sure there's some leeway between some settings, like the sample rate. I think WAV can actually go down to 44100 as well, not sure. Link to comment
ent Posted December 22, 2013 Share Posted December 22, 2013 WAV has to have 16bit depth, mono and 22khz, regular MP3 sounds have to be mono unless you call a command "mp3_calcvols" with subcommand "-stereo", 44khz, only music is stereo. Also according to the code MP3 has to be 16 bit, though I checked files and they are 32 bit. Weird :s Link to comment
eezstreet Posted December 22, 2013 Share Posted December 22, 2013 all sounds have to be mono and all music has to be stereo NumberWan likes this Link to comment
IrocJeff Posted December 22, 2013 Author Share Posted December 22, 2013 Just what I love about forums.. contradictory information! I think I have the jist of if it now. Thanks for all the help. Link to comment
Circa Posted December 22, 2013 Share Posted December 22, 2013 I was going by the assets. Also remember, this is for Jedi Outcast. Not sure if that makes a difference. Link to comment
IrocJeff Posted December 22, 2013 Author Share Posted December 22, 2013 I was able to find a cell phone ringtone of a Geiger counter and get it to load in game. Hurray for this!It was 32-bit and worked sort of ok. I set it to a trigger hurt and then I tried it with a trigger multiple. The sound just keeps playing though, even when you leave the trigger. I have an area where I have a sealed room Kyle falls into where radioactive waste is. I'd like the Geiger counter sound to play when he's in the trigger but stop when he's out of the trigger. Would I have to set this up with a target speaker? Link to comment
eezstreet Posted December 22, 2013 Share Posted December 22, 2013 Yes, I think so. I believe trigger_hurts trigger whatever targets they have whenever they are activated. Link to comment
IrocJeff Posted December 22, 2013 Author Share Posted December 22, 2013 Well, I played around with this a bit more and it appears the problem I ran into was length of the ringtone itself. It was 13 seconds. I cut it down to 1.5 seconds using Audacity. I then started again just using Trigger_Hurt and the sound in the test map and it works great! I enter the trigger, the sound goes, and the player gets hurt. Link to comment
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