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How To: Convert Sounds For Use in C3/DS   Development   TheSecond | 6/8/2013  log in to like post  4

updated6/8/2013
A short tutorial on how to convert sound effects into a format C3/DS can use.

So, you found a great sound effect for your current project, but when you try playing the sound in the game, nothing happens. What's the deal?

According to Ylukyun in a recent help post by myself:

Ylukyun wrote:
The engine is very specific about formats. As well as being under a certain size, it needs to be the same as the original files, PCM 8 bit mono 11khz.

Great, so now you know what format you need your sound to be in to be played by the engine, but how do you convert the sound?

There are several sound utilities that will convert your files to the proper format, but for the purpose of this article, I'll be using Audacity.

Open up Audacity and load your sound effect. If it's a stereo sound, convert it to mono with the Tracks -> Stereo to Mono command. To convert the Sample Rate to 11khz, click on the track name in the Header box and select Set Rate -> 11025Hz.

Finally, save the sound as and 8 bit wave file with File -> Export. In the Export menu, select Other Supported Formats from the Save as Type drop-down menu and then click to open the Options menu. Here, set Header to WAV (Microsoft) and Encoding to Unsigned 8 bit PCM.

Click OK, then Save. And there you have it.

 
 
Malkin | 5/10/2022  log in to like post

I've heard reports that it's necessary to go into the 'Tracks' menu and do 'Resample' to 11025khz, rather than using the dropdown to the left of the timeline, as using the dropdown to the left of the timeline to change the rate to 11 khz slows down the sound. (This was when making a sound for C2). Also, when making a sound for C2, it seems to be better if it's 4 seconds long or shorter. (6 seconds is too long!)


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