Looped sounds
#1 Posted 14 March 2012 - 02:10 AM
#2 Posted 14 March 2012 - 02:21 AM
And even if they did, two threads in 20 minutes is a bit much. Just use the mapster32 problems and bugs thread. DeeperThought, or Trooper Dan as he's now called posts there all the time for non-mapping/mapster related bugs
Edit: I'll also add the options "that's not a bug" and "yes that's a bug but it's been there since the original game and some maps might depend on it so we can't change it".
This post has been edited by Micky C: 14 March 2012 - 02:28 AM
#3 Posted 14 March 2012 - 02:37 AM
#4 Posted 14 March 2012 - 02:58 AM
#5 Posted 14 March 2012 - 12:47 PM
Come to think of it, the sound system of Duke Nukem 3D as a whole could use revamping. We were just having a discussion earlier of how to make looping music tracks.
#6 Posted 14 March 2012 - 01:21 PM
Achenar, on 14 March 2012 - 12:47 PM, said:
Come to think of it, the sound system of Duke Nukem 3D as a whole could use revamping. We were just having a discussion earlier of how to make looping music tracks.
There's one issue with MUSICANDSFX sprites -- reading the code, it seems that they don't use the looping system provided by the sound engine, but rather restart them on their own. What you describe could have another cause though. Have you checked that the beginning and end samples "merge" seamlessly? If the difference between them is big, you'll essentially get a jump/spike in the waveform, which translates to an "all frequencies" spectrum.
#7 Posted 14 March 2012 - 03:03 PM
Helixhorned, on 14 March 2012 - 01:21 PM, said:
Yes, I do check. That's exactly why I notice it; when I play the files in Goldwave they loop seamlessly, but they don't loop within the game.
#8 Posted 14 March 2012 - 04:02 PM
nogames, on 14 March 2012 - 02:10 AM, said:
Definitely. Just use a program like
http://audacity.sourceforge.net/ Audacity
or
http://www.magix.com/us/music-maker/ Magix Music Maker
both programs give you tools to make seamless loops.
As for the pop described by Achenar - file please. I made ten loops over the weekend, no pops. I want to know what the issue is so I don't have the same problem. I have lot of loops to do yet.
This post has been edited by Hank: 14 March 2012 - 04:13 PM
#9 Posted 14 March 2012 - 04:36 PM
Hank, on 14 March 2012 - 04:02 PM, said:
http://audacity.sourceforge.net/ Audacity
or
http://www.magix.com/us/music-maker/ Magix Music Maker
both programs give you tools to make seamless loops.
As for the pop described by Achenar - file please. I made ten loops over the weekend, no pops. I want to know what the issue is so I don't have the same problem. I have lot of loops to do yet.
It's attached, both in .WAV and .VOC format. Could be Goldwave that's causing the problem.
Attached File(s)
-
server.zip (124.49K)
Number of downloads: 202
#10 Posted 14 March 2012 - 04:57 PM
Achenar, on 14 March 2012 - 04:36 PM, said:
Hmm, I don't know.
here is as LeoD wrote below. It works on my comp.
done with my trusted Audacity - see if this works on your comp.
I have to go, I will test your files tomorrow further, and will get back to you.
This post has been edited by Hank: 14 March 2012 - 06:11 PM
#11 Posted 14 March 2012 - 05:02 PM
Achenar, on 14 March 2012 - 04:36 PM, said:
#12 Posted 14 March 2012 - 06:22 PM
LeoD, on 14 March 2012 - 05:02 PM, said:
I made a longer version from Achenar's file, (see my post above) seems to fix it, at least on my comp. Thank for the tip!!!
This post has been edited by Hank: 14 March 2012 - 06:22 PM
#13 Posted 14 March 2012 - 06:30 PM
nogames, on 14 March 2012 - 02:10 AM, said:
Yeah, just use a sound editor and it it out.
I am not sure what else you could be asking here.
EDIT: Posted this after I only saw Mickys posts.
This post has been edited by Cody: 14 March 2012 - 06:33 PM
#14 Posted 14 March 2012 - 10:51 PM
This post has been edited by nogames: 15 March 2012 - 12:32 AM
#15 Posted 15 March 2012 - 09:15 AM
#16 Posted 15 March 2012 - 10:17 AM
Helixhorned, on 15 March 2012 - 09:15 AM, said:
Just what one would expect for an ambient sound:
definesound SERVER_ROOM server.voc 0 0 0 2 0
Didn't add any priority flags, pitch variation, or volume changes. However, the sound is relatively short - less than one second in length, I think - so I might try concatenating it as someone suggested once I have an opportunity.
#17 Posted 15 March 2012 - 10:23 AM
#18 Posted 15 March 2012 - 11:00 AM
#19 Posted 15 March 2012 - 11:54 AM
#20 Posted 15 March 2012 - 02:57 PM
I did as LeoD (Trooper Dan) wrote, and simply concatenate the sound from Achenar long enough until the pop disappears.
@ nogames - My English sucks - to make loops in Audacity go here http://wiki.audacity...rg/wiki/Looping
In your case, you need to listen to the sound and methodically cut and paste and edit, the sound file until the loop sounds flawless. The basic task is very simple, it takes patience. Try it. If you are stuck, I go here for advice.
http://forum.audacityteam.org/
All the best.
[added]
I tried various things with the Jet thing sound, even in game, playing GOD, is gives this annoying pause.
How about starting with original sounds?
http://www.findsounds.com/
Just use Wind+Pitch+whatever and make your own?
Again all the best.
I'm gone.
This post has been edited by Hank: 15 March 2012 - 05:42 PM
#21 Posted 15 March 2012 - 03:05 PM
#22 Posted 15 March 2012 - 11:02 PM
Hank, on 15 March 2012 - 02:57 PM, said:
In your case, you need to listen to the sound and methodically cut and paste and edit, the sound file until the loop sounds flawless. The basic task is very simple, it takes patience. Try it. If you are stuck, I go here for advice.
As I said before http://forums.duke4....post__p__123325
this file loops perfectly in audacity. It's not a file but engine problem.
#24 Posted 16 March 2012 - 11:09 AM
Helixhorned, on 16 March 2012 - 10:23 AM, said:
definesound SERVER_ROOM server.voc 0 0 0 3 0
I don't know why more of the original sounds have it this way. Also see Mapster32's sound index (F2) for comparison, you can also sort by the flags there.
From my previous experience, I've had issues with severe distortion and mangling of the sounds when I add bit 1. I haven't tried it with this particular file, but I will. Makes sense, I suppose.
#25 Posted 16 March 2012 - 01:47 PM
nogames, on 15 March 2012 - 11:02 PM, said:
this file loops perfectly in audacity. It's not a file but engine problem.
I don't think it is a bug. That's why I wrote I'm gone.
Audacity uses LAME as the sound engine. Just because it sounds good with it, does not mean it will sound good in the Eduke32 sound engine, or other any other given sound game engines, for that matter.
The file above is a longer loop with some small modification, and re-sampled in Magix. It does work. So from the top, editing takes patience.
This post has been edited by Hank: 16 March 2012 - 01:49 PM
#26 Posted 16 March 2012 - 02:08 PM
Hank, on 16 March 2012 - 01:47 PM, said:
LAME is an MP3 encoder. If it sounds right in Audacity, GoldWave, etc., it should be able to work elsewhere.
#27 Posted 16 March 2012 - 03:36 PM
Hendricks266, on 16 March 2012 - 02:08 PM, said:
OK, this is getting interesting.
When I play in the GOD mode, and switch on the Jet Pack, I hear a gab. If I take that sound file, jetpaki.voc, from the Duke Group File, and place it in a map (via the Music effector) and set it to loop, I hear the gab. If I take the sound .voc and play it in Audacity, it gives a perfect loop sound. Helixhorned wrote to set it the definesound to 3 instead of 2. It works, but other loop sounds work very well with 2 only. So why is this sound file so 'difficult'?
This post has been edited by Hank: 16 March 2012 - 03:37 PM
#28 Posted 22 April 2012 - 09:23 AM
if (p->jetpack_on < 11) { p->jetpack_on++; p->pos.z -= (p->jetpack_on<<7); //Goin up } else if (p->jetpack_on == 11 && !A_CheckSoundPlaying(p->i,DUKE_JETPACK_IDLE)) A_PlaySound(DUKE_JETPACK_IDLE,p->i);
My conjecture about why it was done this way instead of proper looping is that you would have to take care about stopping the sound in different places then (like when disabling the jetpack or dying), so it was decided to make this more robust against forgetting it somewhere at the expense of some glitchiness.