creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Development Forum
old
Sound Files Format Issue   
ylukyun
Patient Pirate

ylukyun

Manager



  8/27/2010

I am working on an agent with norngirl, and there is a problem getting the sound file to a good trade-off between size and quality.

To the best of my knowledge, there is a file size limit, where the Creatures 3/Docking Station engine (and the others) don't play a sound over it. So a file must be compressed, but it loses quality. We compressed a sound file, to okay quality, but it dose not seem to be readable by the engine (it is not PCM, which seems to be its preferred format)

Any help? Here is the offending sound file:
jigm.wav

Thanks.

 
Papriko
Peppery One

Papriko



  8/27/2010

Really? C3/DS can't play sounds over a certain file size? How did they do it with the dj_g-wav then? It is quite long and the quality isn't that bad...

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
ylukyun
Patient Pirate

ylukyun

Manager



  8/27/2010

Where is the DJ_G file played in-game? o.o
 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  8/27/2010

It wasn't ever played in game to my knowledge...

And you're right, sounds that are too large or too high of quality cannot be played by the engine. The engine has a limited "sound buffer" and if it fills that buffer with a large sound, it may play that sound, but will NOT play any others because it doesn't have the room. (To simplify the concept, basically the engine can only output so much data to your speakers.)

However! Sounds in the Creatures series must be a specific format, and it's not terribly lossy.

Creatures Dev Net. wrote:
The Creatures 3 engine uses ordinary WAV files to produce the sound effects in the game - this means you can use many freeware or shareware tools to create samples.

The quality of the sample will affect how many sounds can be played at any one time. Because the game uses a buffer of a fixed size to store all samples that need to be played, if you produce a sample that is very high quality you may find that it doesn't play when there are a lot of other sounds playing at the same time. Finding the compromise between quality and size can be daunting but nearly all of the samples in Creatures 3 are recorded at 32,075Hz, 16bit Mono - with no noticeable degradation on the samples.



 
Papriko
Peppery One

Papriko



  8/27/2010

It isn't played ingame, but I use the command "targ pntr snde "dj_g"

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
0 online
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki