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S.T.A.L.K.E.R. SoC Modding, Mapping and Editing
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4554961
Re: Bar music
varuna
September 3rd, 2008 09:10 AM
Quote:
Originally Posted by abandonator View Post
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.
4555102
Re: Bar music
Abandonator
September 3rd, 2008 11:05 AM
well that's weird when I did it with audacity, for some guitar music, it worked fine..
4555517
Re: Bar music
varuna
September 3rd, 2008 01:00 PM
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?
4556263
Re: Bar music
Lord Pariah
September 3rd, 2008 08:20 PM
Must be the dreaded shitty invalid ogg comment
4556624
Re: Bar music
varuna
September 4th, 2008 04:15 AM
dreaded invalid ogg comment?
4557008
Re: Bar music
MattyDienhoff
September 4th, 2008 11:01 AM
Quote:
Originally Posted by varuna View Post
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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