+Piecemeal Posted July 30, 2010 Posted July 30, 2010 I'm hoping can someone point me in the right direction here. I've created a windloop sound that won't play. It's already been saved as WAV file. I think I should also add that the sound itself is an airborne conversation which lasts about an hour. Is there a bitrate margin for the sound to be playable or is it simply just too long? Quote
+Spillone104 Posted July 30, 2010 Posted July 30, 2010 Is that in PCM, mono and 11KHz, 22KHz or44KHz? Quote
SayethWhaaaa Posted July 30, 2010 Posted July 30, 2010 Yeah, I had something similar doing the same thing. I can't find the thread I posted because a few people got back with helpful answers too! I do know it has to be at a specific sample rate and there can sometimes be an issue with the file size. Quote
+Piecemeal Posted July 30, 2010 Author Posted July 30, 2010 (edited) Is that in PCM, mono and 11KHz, 22KHz or44KHz? The sound is PCM, 16 bit stereo, 44.1khz I've checked the properies of the WAV file and it's not even displaying the bit rate. If I could find a way of re-sampling it to a different frequency I could maybe sort out the frequency Yeah, I had something similar doing the same thing. I can't find the thread I posted because a few people got back with helpful answers too! I do know it has to be at a specific sample rate and there can sometimes be an issue with the file size. The file is pretty big alright - about 650mb Edited July 30, 2010 by Piecemeal Quote
ezlead Posted July 30, 2010 Posted July 30, 2010 You could try 8 bit mono,but I think it is too big. Quote
MigBuster Posted July 30, 2010 Posted July 30, 2010 (edited) 650MB!! - looking at the others they are about 176kbps bitrate - and dont think ive seen any WAV files over 20 seconds long used in the actual game. fyi - Menu music wavs I have go to about 6 mins (30MB in size) - these are not played in game though. Edited July 30, 2010 by MigBuster Quote
+Piecemeal Posted July 31, 2010 Author Posted July 31, 2010 OK, I've converted the file to mono and it's now 342mb in size. Still won't play in the game though. I'm using the NCH Wavepad Sound Editor. Anybody got any ideas as to how I can sort this out? I'm pretty new to this side of things and any help at all would be appreciated. Quote
Fubar512 Posted July 31, 2010 Posted July 31, 2010 Are you running onboard sound, or a soundcard? Onboard sound typically has a CPU utlization of 10-15%, while a good soundcard barely exceeds 2-3%. Some soundcards even sport as much as 64 mb of dedicated onboard memory (Creative X-Fi Fatal1ty & Auzen prelude X-Fi). Quote
+Piecemeal Posted August 1, 2010 Author Posted August 1, 2010 Are you running onboard sound, or a soundcard? Onboard sound typically has a CPU utlization of 10-15%, while a good soundcard barely exceeds 2-3%. Some soundcards even sport as much as 64 mb of dedicated onboard memory (Creative X-Fi Fatal1ty & Auzen prelude X-Fi). I really don't know. Sound recording/editing is a completely new thing to me. Quote
Fubar512 Posted August 2, 2010 Posted August 2, 2010 LOL... Is this a desktop, or a notebook system? Quote
+Piecemeal Posted August 2, 2010 Author Posted August 2, 2010 (edited) Span new desktop, only only six months old. Here's the specs: Windows 7 Home Premium (64-bit) AMD Phenom 9650 Quad Core processor 4GB RAM ATI Radeon HD4350 card Thanks for your patience so far btw Edited August 2, 2010 by Piecemeal Quote
MigBuster Posted August 2, 2010 Posted August 2, 2010 If you cut out a few seconds of the file and save it using wavepad does it play okay? what bitrate and frequency are you saving it at? - have you tried others? Quote
+Piecemeal Posted August 3, 2010 Author Posted August 3, 2010 F**k it - I'll save this headache for another time. At the moment I'd prefer to try and get my Desert terrain update finished as much as possible before I've got the whole house to paint later this week ( ). After that's done, I'll start testing the update before it's released. Quote
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