Game Development Community

Audio/SFX question

by Gerald Fishel · in Torque Game Engine Advanced · 04/07/2009 (9:13 am) · 3 replies

Hi all,

I don't know much about audio processing and I have run into a small problem. I'm trying to setup some new weapons, and everything is working fine, except for the sound effects. Some work and some don't, and I'm not sure what the deciding factor is.

Are there certain bit rates and such that are required to work with SFX? My sound files are WAV files, but I've tried converting them to OGG and have the same problem with the same files. There are no errors in the console, they just don't produce any sound.

Thanks

#1
04/07/2009 (10:15 am)
defaults.cs indicates a setting of 32 for bitrate and 44100 for frequency are preferred
/// This is the playback frequency for the primary sound buffer used for mixing.  
/// Although most providers will reformat on the fly, for best quality and 
/// performance match your sound files to this setting.
$pref::SFX::frequency = 44100;

/// This is the playback bitrate for the primary sound buffer used for mixing.  
/// Although most providers will reformat on the fly, for best quality and 
/// performance match your sound files to this setting.
$pref::SFX::bitrate = 32;

I think the biggest issue that most people run into is trying to use stereo sounds in 3d-space. You have to make sure that your sounds are mono (single channel) for 3d audio to work correctly.
#2
04/07/2009 (10:45 am)
Thanks Michael, the problem was indeed that some of the files were stereo. Converting them all to mono did the trick, and now that you mention it, it makes perfect sense.

One of these days I'll get around to learning more about 3D audio. It's one of those areas that I've been able to blissfully ignore in the past, but I think it's time has come.
#3
04/07/2009 (11:52 am)
Glad you got it.

It's surprising that something like sound requirements isn't part of the official docs.