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-   -   Bar music (http://forums.filefront.com/s-t-l-k-e-r-soc-modding-mapping-editing/376526-bar-music.html)

varuna September 3rd, 2008 09:10 AM

Re: Bar music
 
Quote:

Originally Posted by abandonator (Post 4554937)
and are you sure you didn't gave the file a wrong name?

Positive >< radio_music_1 in sounds\human(or something)\scenario\bar\radio i listened to it to check if it was the right one.

Abandonator September 3rd, 2008 11:05 AM

Re: Bar music
 
well that's weird when I did it with audacity, for some guitar music, it worked fine..

varuna September 3rd, 2008 01:00 PM

Re: Bar music
 
Ok so i changed everything to how the original radio_music_1 was 44100Hz rate, mono and 16-bit but still no luck anymore ideas?

Lord Pariah September 3rd, 2008 08:20 PM

Re: Bar music
 
Must be the dreaded shitty invalid ogg comment

varuna September 4th, 2008 04:15 AM

Re: Bar music
 
dreaded invalid ogg comment?

MattyDienhoff September 4th, 2008 11:01 AM

Re: Bar music
 
Quote:

Originally Posted by varuna (Post 4556624)
dreaded invalid ogg comment?

Okay, to get music to work (properly, mind), you need to convert it to 16-bit mono. Yes, you can do this in Audacity, do it before you convert it to a different format. Look around, it shouldn't be too hard to find the options.

OGG comments are (afaik) bits of data that specify certain details about the the sound, such as it's maximum radius, it's volume, etc etc. These 'comments' are written in the file by the level editor that comes with the SDK. In my experience sounds will work even if they're not commented, but not properly, so the sounds not being commented probably isn't the source of your crashes, they're more likely caused by their not being 16-bit mono.

For more detailed info and a link to download the SDK (look out, it's huge), see the mod wiki topic on it.


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