Sounds and Stuff

Sounds and Stuff

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Stealth870
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Joined: 13 Sep 2004, 00:25

Sounds and Stuff

Post by Stealth870 »

Hey, I found an old TA mod I used to use; One that had some really cool sound effects for weapons and such. So I replaced the sounds in the otacontents file with these sounds. However, some of the sounds, specifically the tank cannons, Flea laser, and Rocko rocket all click and pop when the sound plays. The sound file itself seems fine, as any media player works. Is there a setting in Spring that I can change to perhaps use high quality sounds? Does Spring have a limit to the bitrate or anything like that?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Hi stealth :-)
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Guessmyname
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Post by Guessmyname »

Hey Stealth

Many Spring sounds do that. No idea why
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Stealth870
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Joined: 13 Sep 2004, 00:25

Post by Stealth870 »

Odd. For instance, the Commander's D-gun is a 22Khz Mono effect, which sounds perfect. But from the same mod, the Bulldog's cannon (CANNON3) did not work at the same rates. However, if I edit it in Audacity for instance, with the same settings it will work. Interestingly enough, when I edit it in Wavepad, for some reason it adds even more snapping and crackling, but at least you hear the sound (the snapping and crackling before was just that. You did not hear the sound effect, just the junk.) Wavepad adds the junk to the sound effect, and Audacity fixes it, despite it being at the exact same settings (from waht I can tell).... :?

Does anyone happen to have the original sound mod? I could of sworn it had newer factory and command selection sounds, but the pack I found only has weapon effects...
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Argh
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Post by Argh »

Um, to get sounds to play nicely in Spring, you need to fix audio errors in the WAVs that were apparently ignored by OTA's sound playback code (it had other limitations- for example, Spring can do stereo, but I digress).

With OTA's sounds, in Spring, you don't have this problem, because these sounds were professionally mastered. However, most sounds other people have done don't meet this standard, and need to be cleaned up first, for best playback.

Basically, you need to add fade-in, and fade-out- what you're hearing as popping noises are bursts of clipping from sounds that weren't edited well. Check out the sounds in NanoBlobs in Audacity, if you want to see how I handled this issue. Spring will work with 22khz mono, 22khz stereo, and 44khz mono and stereo WAV just fine, it's not the format, it's how they were edited.
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Peet
Malcontent
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Post by Peet »

Not stereo. Stereo = boomcrash.\

Spring reaaaally needs .ogg support :(
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Argh
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Post by Argh »

I have a stereo sound in NanoBlobs. It's the sound the SpireRook makes when it attacks. Does NanoBlobs cause you to crash?
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Peet
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Post by Peet »

Not me personally, probably becase I have a fairly high-end soundcard...I had a couple of stereo sounds in sb and they always crashed certain people until I made them mono.
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Argh
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Post by Argh »

Hmm. I've been keeping things mono, since NB (that darn SpireRook firing sound just doesn't have nearly the same ambience mono, which is why it's stereo, and I thought it was awesome when it actually worked). I really haven't seen any sound-related problems for two major betas now, actually.

And I just have onboard sound on my motherboard (good ol' AC98). I'd suggest that maybe we hunt down the specific cause of the crash a bit more, as I did not get lots of giant complaints about insta-crash about NB, so I strongly suspect that whatever crashes you're seeing have to do with how the sound was processed, rather than whether it was stereo, but this theory obviously requires testing.

I have seen, for example, that if sounds aren't formatted correctly, they'll fail to play, or cause a crash (no surprise there, I'm sure the library cannot handle every possible header and stream format).
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Peet
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Post by Peet »

Well I know spring has a form of 3d sound, not sure what api it uses...basically, stereo sound makes absolutely no sense when it comes to 3d sound simulation and cheapo soundcards crap themselves because of it.
Tobi
Spring Developer
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Post by Tobi »

DirectSound on Windows, OpenAL on Linux.
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DandyGnome
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Post by DandyGnome »

Many sounds from TA mods had problems with being played on the Mac version of TA because the Mac version didn't tolerate errors. The fix for that was to reencode the sounds with a program that does so correctly. Spring might have similar issues. Audacity generally being reputed to be a good program and it working here says that it is encoding it correctly while Wavepad which I have never heard of messes it up and so sounds like a not so good program to use. Other things that can cause problems are as Argh mentioned: the wave not starting and ending at -infinity dB, and the volume being increased by in some portion spring enough that it clips even if the end volume is fine.
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