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Sound effects not working

Lionhall

New member
So I’m currently using a golden axe curse of death adder 2.0 file as a test subject. I’ve done nothing but add two characters into this while they work perfectly except for the audio sound I’m giving them. I’ve made them into Bor files. MP3 and wave like I don’t know what I’m doing wrong. Is it because the audio clip I’m using is too long like probably around 10 seconds. Or could it be something else?
 
@Lionhall,

Sound effects are .wav only. Mono channel, 11Khz to 44khz, 8 or 16 bit depth (16 recommended), up to 1MB each. You can play up to 256 sound effects simultaneously. No limit on number of sound effects loaded.

Make sure you're within those ranges, and try again.

For the record, don't let the "mono channel" part fool you into thinking there's no stereo sound support. That however, is a bit more advanced, and something we can get into later.

DC
 
I think I have those things correct I’ll just upload the files and you guys can tell me what’s and then I can learn how to fix it because I really want to learn 😀
 
this the current file I am trying to do thundercatsho.wav

Technically there's nothing wrong with the file, other than the sound quality being atrocious. Unless you're going for an intentionally gimped ambiance, there's no reason for that. Still, it should play. I suspect there's something else going on. This is the problem when you try to jump in and mess with someone else's projects. There's a lot of possible conflicts for us to dig through.

DC
 
Technically there's nothing wrong with the file, other than the sound quality being atrocious. Unless you're going for an intentionally gimped ambiance, there's no reason for that. Still, it should play. I suspect there's something else going on. This is the problem when you try to jump in and mess with someone else's projects. There's a lot of possible conflicts for us to dig through.

DC
OK that makes sense. And yes I do plan to clean it up beyond that but that’s good to know I’m doing nothing wrong.
 
I've tested that SFX and it doesn't work in game. Turns out it's sampling rate is 16kHz which explains why.
 
I've tested that SFX and it doesn't work in game. Turns out it's sampling rate is 16kHz which explains why.

Odd, it should work down to 11. Oh well, push it up to 22 and it will play no question. Either way, it really needs resampling to fix the quality.

DC
 
No limit on number of sound effects loaded
So I can load the sound effects with loadsample(...); as many as I like without having to unload samples, and it won't affect the performance / memory issue?
I am working on the sound effects and I started getting alot of them. This is the reason why I ask to make sure.

Thank you
 
So I can load the sound effects with loadsample(...); as many as I like without having to unload samples, and it won't affect the performance / memory issue?
I am working on the sound effects and I started getting alot of them. This is the reason why I ask to make sure.

Thank you

When I say no limit, I don't literally mean "no limit". It means there's no arbitrary hard coded cap imposed by the engine.

If you want to get really pedantic, OpenBOR is a 32 bit application, so that means internal lists that use signed numbers (and sounds do) can have exactly 2,147,483,647 entries. So technically yes, there is a cap of 2.4 billion sounds loaded.

In other words, the limit is just how much memory you are willing to use and much of your own effort you're willing to put in. your effort is usually the deciding factor. As an exaggerated example, let's assume all of your sound files are really huge, 2MB each, and you have 500 of them loaded. That's one gigabyte. Roughly an eighth of a Galaxy's work RAM, and barely noticeable these days to a modern PC.

DC
 
When I say no limit, I don't literally mean "no limit". It means there's no arbitrary hard coded cap imposed by the engine.

If you want to get really pedantic, OpenBOR is a 32 bit application, so that means internal lists that use signed numbers (and sounds do) can have exactly 2,147,483,647 entries. So technically yes, there is a cap of 2.4 billion sounds loaded.

In other words, the limit is just how much memory you are willing to use and much of your own effort you're willing to put in. your effort is usually the deciding factor. As an exaggerated example, let's assume all of your sound files are really huge, 2MB each, and you have 500 of them loaded. That's one gigabyte. Roughly an eighth of a Galaxy's work RAM, and barely noticeable these days to a modern PC.

DC
Thank you for your information and clarification. Alot of my samples are under 300kb and most are 50-150kb, so I don't think I ever reach to its limit, but it's still good to know to keep an eye on it once I add more characters to the game. Really appreciated
 
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