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Questions on sound editing

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  09:22:59  3 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
Questions on sound editing

I was reading the wiki regarding sound edition, installed audacity and the SDK, and I understand the general idea of how to get a new sound into the game (though OGG commenting is still kinda murky).

Anyway, my question is not about new files, but vanilla ones.

I know the .ogg stores data the engine uses when playing back the sound and ai behavior stuff, but are those erased when I make any edit on an audio file?

Say I open the .ogg in audacity, and then cut a part of the file and save as an .ogg. Does this file keep that data? Or do I have to save as a .wav and then run it through the SDK each time?
  23:17:59  5 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
You'll have to save the file as a wav and run the editor each time you edit a file. The SDK adds the commenting values to the sound via the file's metadata, which is a custom set of parameters - if you save as an .ogg with any wave editor, the metadata saved will not contain the information for the engine to properly playback the sound, and the console will log an error. As well, without proper commenting, there's no telling how it will sound in-game, nor how AI will react to the sound.
  04:52:40  6 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433

---QUOTATION---
You'll have to save the file as a wav and run the editor each time you edit a file. The SDK adds the commenting values to the sound via the file's metadata, which is a custom set of parameters - if you save as an .ogg with any wave editor, the metadata saved will not contain the information for the engine to properly playback the sound, and the console will log an error. As well, without proper commenting, there's no telling how it will sound in-game, nor how AI will react to the sound.
---END QUOTATION---



Well, shit...

Is there any way of knowing the values of the original ogg?

I don't suppose dialogs will be much of a problem with AI, but I don't want Garik telling me I can't go there from outside the bar.
  14:50:36  6 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
No, there's no way to obtain the commenting values of the original sounds . . . maybe, hopefully at some point some enterprising soul might write an app to extract the metadata, or GSC might release something . . . but unlikely no matter what.

WHen commenting NPC audio, just use some common sense values for distances; it'll take a lot of tweaking to get things right in-game, though. When I re-commented all the bar patron NPC audio for AAO years back, it took about a month of off and on tweaking to get everything correct so that you could clearly hear the NPCs and bar music within the bar, but not outside of it.

Some sounds are played by the system though (i.e. Sid's opening monologue, the controller's aura, etc.), which means they're played back as stereo sounds without a concise source . . . the sounds don't emit from one specific location. These sounds aren't as critical in regards to their commenting values, so . . .
  00:53:40  7 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
Well, thanks for the answers.

I guess I'll have to dwell on this a bit more than I planned.
  05:06:00  7 August 2011
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aeru87
(Novice)
 
On forum: 02/15/2011
Messages: 47
PMA's Stalker Ogg Comment Viewer ;D

http://rghost.net/10604721?r=3391


Although is a russian program, it is very easy to use.
  10:59:50  7 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/07/2011 11:30:46
Messages: 433

---QUOTATION---
PMA's Stalker Ogg Comment Viewer ;D

http://rghost.net/10604721?r=3391


Although is a russian program, it is very easy to use.
---END QUOTATION---



Russian modders to the rescue.

And once again, I can't help but feel sad at the divission between the two.

That shall make the job relatively easy (still a lot of files to search).


Edit:

This game hates me. The wav is exported, but the editor gives me an error:

Expression : assertion failed
Function : I:\xray-svn\editors\ecore\editor\soundeditor.cpp
File : I:\xray-svn\editors\ecore\editor\soundeditor.cpp
Line : 414
Description : src

stack trace:



And it will do so even with the example wav (zone_mosquito_bald.wav). At least, I presume that's an example file, because I have never touched this part of the SDK.
  01:00:40  10 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Double check to ensure that your saved wav is in 16bit 44.1kHz format, mono. Stereo files will not work with the SoC SDK, and usually result in that kind of error.

If you're still getting that error, make sure that you're saving to the right directory in the SDK, and that you're saving as a windows raw pcm .wav (other .wav formats may not work correctly).
  05:24:08  10 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
According to Audacity, WAV Microsoft 16 bit PCM, 44100Hz, mono.

No luck.

When I opened the file the first time, it read 16bit mono, and then when I exported as WAV, it saved as 32bit mono, despite what the file format options displayed.

Then I set sampling format to 16bit in an option in the track in the main window, and now it displays 16bit when saving, but it's not working.

Wrong version of Audacity or problem in my installation of the SDK?
  06:15:15  10 August 2011
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aeru87
(Novice)
 
On forum: 02/15/2011
 

Message edited by:
aeru87
08/10/2011 6:18:18
Messages: 47
I used to convert my files with online audio editors (audio expert i.e.) and never had a problem when using them in SDK or in game, the only downside is that uploading and dowloading may be a bit tedious. Windows XP Sound recorder works fine too. Vista version don't have the convert and edit feature anymore, though

Hope this helps mate
 
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