Game Development Community

Sound editing

by Jason McIntosh · in Torque Game Builder · 01/14/2007 (10:00 am) · 21 replies

The TGB editor seems to be missing a facility with which to create new audio data blocks. It would be nice to see this added in the future.
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#1
01/14/2007 (10:00 pm)
I support the request, that would be really useful.
... As well as documented 2d spatial sounds.
#2
01/14/2007 (11:44 pm)
Requests supported by me as well.
#3
01/02/2008 (1:23 am)
It would be nice to be able to drag and drop mp3's or other formats directly into the editor and then apply behaviors to them, such as collision, looping or non-looping, triggers, and so on. Then we could visually just mount the sound files to the desired object. They could be clear boxes just like the scene objects with a different outline and maybe a small speaker emblem that could be clicked so the user could easily play a short preview through the editor. I know this option can seem to get cluttered so as an alternative you could add a new tab to the object roll out. Like the ones that allow the user to edit the collision points or world limits for a particular object. Then a sound editor specific to the object can open up that would cover the sounds for the object other objects or particles mounted to it, and other animations associated with it. I'd include a master sound editor in the top menu so users can adjust the audio level and create a master mix for all the sounds in their projects. This top menu would allow users to group sounds into a clear, precise, and organized manner. I'd do it myself but I don't own the pro edition cause I'm poor and I can't program worth much either. I'm willing to draw up designs and write a precise document for it though if anyone wants to take the project on seriously. I'll break down every button and desired function clearly as well. Email me.
#4
01/02/2008 (8:50 am)
Without adding FMOD and paying a licensing fee, MP3's are not an option. But doing this with OGG's would be great!
#5
01/02/2008 (5:23 pm)
Yeah it would be great. Kind of strange that the editor doesn't support this, eh?
#6
01/02/2008 (5:25 pm)
Not really. Sounds are no ResourceInstance descendant in Torque
#7
01/02/2008 (7:19 pm)
OGG's are easy to use as well. I use them in my unreal tournament levels all the time. Just give me the word that it's a serious move and I'll assist however I can.
#8
01/02/2008 (7:47 pm)
Here is one way to do it. Took me maybe 15 minutes and it works like a charm over here.
http://tdn.garagegames.com/wiki/TGB/Behaviors/AudioDescription
http://tdn.garagegames.com/wiki/TGB/Behaviors/AudioProfile
#9
01/02/2008 (9:00 pm)
Thanks alot Joe! This will speed things up immensely.
#10
01/11/2008 (4:45 pm)
While Joe Rossi's code is great, I'd like to see this supported directly in the editor also. I see no reason to use Mp3s however, OGGs are pretty much better in every way.
#11
01/11/2008 (5:07 pm)
Check out this resource I made for TGB. I will release it as a proper resource (with instructions) when more testing has been made.

files.filefront.com/AudioManagerzip/;9419837;/fileinfo.html

I have done testing with it and haven't found any major problems. One thing you will notice, however, is that all of your sound files must be in the "resources/audiomanager/data/audio" folder and not your "game/data/audio folder". This is because of the file problems which persist in 1.6.

Also, when you add the resource, reload the project BEFORE you add anything, otherwise it will save your info in another location (also another TGB bug).
#12
01/12/2008 (9:31 am)
Hey that's some good work Phillip! I fixed a few things, so now it can:
* Also browse .ogg files
* Actually play/stop sounds from your game/data folder
* Fixed so it changes the filename when you pick a file with the browse button
* Sounds are loaded properly when you run your game, from your game/data/audio folder
* Saves and loads datablocks to the game/managed folder, where other datablocks get saved.
* Fixed bug where AudioProfiles weren't properly deleted

I didn't do anything special to get the paths working, take a look to see what I changed. This is definitely a step in the right direction! The only thing we need now would be the ability to select these datablocks in our behaviors. Hopefully the GG tools and tech team can help us out there.

I uploaded my changes of this to TDN, I hope that's ok... I don't have time to mess with upload sites right now. Plus it's only 5KB and TGB related. tdn.garagegames.com/wiki/images/8/88/AudioManager.zip

I think we need a "Resources" page for resources like this, like we have for the behaviors.
#13
01/12/2008 (12:26 pm)
Joe, thats awesome, really, awesome.

I've found one problem, however. If you don't have a file called "audioManagerDatablocks.cs" in your game/managed folder it wont create one, create one where you've done the check for the file upon loading. I did try to get the sound files to work from within the data/audio folder, but I couldn't get it working in game.

To get them working inside TGB, then instead of adding them to my own datablock set, you need to add them to the managed datablock set ($managedDatablockSet).
#14
01/12/2008 (6:58 pm)
Good catches, should be easy enough to fix that stuff. I wanted to change it to use managed datablocks because the way it was originally the AudioProfiles would persist throughout all scenes and projects. I'm pretty sure using the managed datablocks will allow each project to have its own audioManagerDatablocks.cs file.
#15
01/13/2008 (6:20 am)
How do you implement this into TGB?
#16
01/13/2008 (9:18 am)
Resource section has been added to TDN now, adding stuff to it works just like behaviors. I've added the audio manager already, so overwrite the existing zip file when you update it with fixes. Feel free to update the description as well, as it's a bit generic at the moment.
#17
01/13/2008 (10:37 am)
Ok, I put it into the resource area. Startet TGB, add the resource to my project and in the console I see a missing AudioManagerIcon. I'm sure that is why nothing shows up, or?

Edit: I saw now that empty button in the toolbar. Can someone provide me that icon?
#18
01/13/2008 (3:12 pm)
You can use any 16 x 16 image as the icon. It has to be put in your tools\levelEditor\gui\images folder to show up. I don't think there's any way around that requirement. Here's one I made, it's supposed to be a music note. Yeah, I am not an artist.
i203.photobucket.com/albums/aa71/ima_gin/AudioManagerIcon.png
#19
01/13/2008 (8:39 pm)
Thanks Joe.
#20
01/20/2008 (6:04 pm)
I made some great progress on this over the past few days. Now if you have a pro version you should be able to select audioProfiles made with this resource within your behaviors. The new version is on TDN.

Read my blog for more info:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14184
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