White Noise
by rennie moffat · in Torque Game Builder · 05/02/2010 (8:43 am) · 32 replies
Hi, @Melv, or any staff, I have started this new thread, beyond my other audio thread as this seems more dire, and I thought the thread title may bring light to the issue.
White Noise, is what all of my sounds make when played. So, that means I have the sound playing, very faintly underneath a mass of white noise. I am wondering if anyone has experienced this before, might have insight into it.
My sounds are triggering fine, I have a channel, and I have tried various settings, looping or non, but nothing works! Nothing gets rid of that white noise. If anyone has any ideas suggestions, please pass them along.
Thanks,
Sincerely
Rennie
White Noise, is what all of my sounds make when played. So, that means I have the sound playing, very faintly underneath a mass of white noise. I am wondering if anyone has experienced this before, might have insight into it.
My sounds are triggering fine, I have a channel, and I have tried various settings, looping or non, but nothing works! Nothing gets rid of that white noise. If anyone has any ideas suggestions, please pass them along.
Thanks,
Sincerely
Rennie
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
no, I haven't tried that yet. And I wouldn't worry about staff, I just posted that because I had Melv did not like my two posts of similar nature on audio. anyhoooozles to the maximum, this problem of white noise is too sever to go unmentioned.
I will try some other sounds but I doubt it... when i try them in, from a direct test of the folder they exist in, they test fine, so if there is a problem it certainly is on the engine side. we need to fix this. If someone has the magic elixir, please pass it on.
05/02/2010 (12:04 pm)
another loop?no, I haven't tried that yet. And I wouldn't worry about staff, I just posted that because I had Melv did not like my two posts of similar nature on audio. anyhoooozles to the maximum, this problem of white noise is too sever to go unmentioned.
I will try some other sounds but I doubt it... when i try them in, from a direct test of the folder they exist in, they test fine, so if there is a problem it certainly is on the engine side. we need to fix this. If someone has the magic elixir, please pass it on.
#3
05/02/2010 (1:26 pm)
When you say "direct test" does that mean you play the file in something like Media Player and you don't hear the hiss?
#4
05/02/2010 (2:04 pm)
well in my os (mac OSX) I can in an open folder, with audio, play that sample, song, whatever. I play them in my game/data/audio folder and they sound fine.
#5
05/02/2010 (2:50 pm)
I doubt the problem is with the engine. Audio works fine for me. What version of TGB are you using?
#6
According to my downloads I have,
TorqueGameBuilder_16_Pro
TorqueGameBuilder_113_Pro
TorqueGameBuilder_151
TorqueGameBuilder_160
TorqueGameBuilder_174
TorqueGameBuilder_1_5_1
I am not sure what is what in that, I am not sure what I am actually running. I simply think it is Torque Game Builder.
::???
05/02/2010 (4:44 pm)
I have TGB Platformer Kit Pro, Torque 2D for iPhone, Torque Game Builder Pro, and Torque Game Builder. According to my downloads I have,
TorqueGameBuilder_16_Pro
TorqueGameBuilder_113_Pro
TorqueGameBuilder_151
TorqueGameBuilder_160
TorqueGameBuilder_174
TorqueGameBuilder_1_5_1
I am not sure what is what in that, I am not sure what I am actually running. I simply think it is Torque Game Builder.
::???
#7
05/02/2010 (4:58 pm)
ps. I am using .wav files.
#8
That means that the sounds will be called repeatedly every 32 ms or so. Which will result in major distortion.
05/02/2010 (7:21 pm)
Rennie... In your other thread, you say your calling the alxplay in onUpdate. That means that the sounds will be called repeatedly every 32 ms or so. Which will result in major distortion.
#9
I took heed of what you said Patrick and instead switched my code to onCollision, trigger the alxPLay(), and in that same function also cancel, or make false, the collision activity of the owner, so there is no "repeated hits" or anything like onUpdate, but it still persists.
:((((?
05/02/2010 (7:27 pm)
Yes, I took heed of what you said Patrick and instead switched my code to onCollision, trigger the alxPLay(), and in that same function also cancel, or make false, the collision activity of the owner, so there is no "repeated hits" or anything like onUpdate, but it still persists.
:((((?
#10
05/02/2010 (7:51 pm)
put an echo next to your alxplay and see if the output is what you expect.
#11
I am actually just about to wrap up for the night, but echo what, as in, what would I write to see a sound? or would it simply return the sound object, say bkgLoop1 as I have defined it in it's profile.
Nonetheless. thanks.
05/02/2010 (8:16 pm)
ok, will do. I am actually just about to wrap up for the night, but echo what, as in, what would I write to see a sound? or would it simply return the sound object, say bkgLoop1 as I have defined it in it's profile.
Nonetheless. thanks.
#12
05/02/2010 (8:25 pm)
echo("here") it doesn't matter. If you expect to see 1 "here" but instead you see 1000 "here" then that should tell you something.
#13
The thing is, I know it won't be a 1000, or something that appears to be looping over itself infinitely as I say, I did do collisions and turn them off, also, I can hear the steady drum pattern underneath. Also, I tried nonLooping, and it only plays once, one loop but with the white noise still.
:::: will look at in the morning.
thanks.
05/03/2010 (12:51 am)
right, I want to see something that makes sense. The thing is, I know it won't be a 1000, or something that appears to be looping over itself infinitely as I say, I did do collisions and turn them off, also, I can hear the steady drum pattern underneath. Also, I tried nonLooping, and it only plays once, one loop but with the white noise still.
:::: will look at in the morning.
thanks.
#14
The problem is that with so many problems being caused by you, it's hard to know when you have discovered a genuine problem with the engine. Cry Wolf?
After telling you this several times I decided to step back and let you get on with it. Anyway, enough of that, I've said it to you before and I'm not here to "fight".
In terms of your "noise", I don't know. As I've said before, step back from your project and prototype. Why try to get something that you don't understand, working in the complexity of your app? Why not just run-up a new project and play a sound (say) from a button click so it's more controlled? Why not try a different format like ogg?
A thread on sound "noise" shouldn't even be here until you've reduced the problem down to the basics. If you've done this then I appologise but it's for this reason I got a little worn-down helping, where you hasn't really reduced the problem, you've just poked it from different angles in your primary project.
05/03/2010 (2:02 am)
Quote:Melv did not like my two posts*Sigh* Not true at all. I have said many times Rennie that the fact that you still don't understand (after a year) many fundamental things is the main cause of your problems. These most basic skills should be your priority and would enable you to stop trying to express your problems in an analogous and highly subjective way. I have helped you on a number of occasions but I got increasingly more frustrated with how you hadn't done the most basic things to check your problem first. Also your spamming the forums trying to resolve a single problem was getting a little silly such as here.
The problem is that with so many problems being caused by you, it's hard to know when you have discovered a genuine problem with the engine. Cry Wolf?
After telling you this several times I decided to step back and let you get on with it. Anyway, enough of that, I've said it to you before and I'm not here to "fight".
In terms of your "noise", I don't know. As I've said before, step back from your project and prototype. Why try to get something that you don't understand, working in the complexity of your app? Why not just run-up a new project and play a sound (say) from a button click so it's more controlled? Why not try a different format like ogg?
A thread on sound "noise" shouldn't even be here until you've reduced the problem down to the basics. If you've done this then I appologise but it's for this reason I got a little worn-down helping, where you hasn't really reduced the problem, you've just poked it from different angles in your primary project.
#15
tk-games.com/7/fl-studio-9-export/
05/03/2010 (6:15 am)
Rennie, i was having the same issue not to long ago. I got white noise in the game but the file would play in any other media program just fine. all i did was re-export the audio file under different settings and it worked fine.tk-games.com/7/fl-studio-9-export/
#16
I will be going over this and also will try a few other "tricks" out.
Thanks.
05/03/2010 (6:48 am)
Thanks Timothy, and Melv too. I have gone through many different aspects to try and get this, and I do understand the coding. Perhaps it is something that Timothy has suggested. Anyhow, I am making and exporting my music from Logic. I tried lowering sample rate and resolution thinking maybe the file contained frequencies too high for torque, but it was the same, only worse. I will be going over this and also will try a few other "tricks" out.
Thanks.
#17
05/04/2010 (5:32 am)
Perhaps there is a link with this : www.torquepowered.com/community/forums/viewthread/109425 ?
#18
seems to be a very current issue. Any TGB staff that can shed light/hope, would be appreciated/necessary.
05/04/2010 (6:02 am)
Thanks, seems to be a very current issue. Any TGB staff that can shed light/hope, would be appreciated/necessary.
#19
I haven't experienced the issue personally so you'll probably get more from posting in the correct forum as I note you now have.
05/04/2010 (6:57 am)
If this whole thread was about iTGB then it should've perhaps been posted on that forum and not this.I haven't experienced the issue personally so you'll probably get more from posting in the correct forum as I note you now have.
#20
This needs to be resolved as a lack of audio will, I should say could create a lack of sales. Maybe it's just me, but I am not sure silent games are the "in thing" this year.
05/04/2010 (8:13 am)
fair enough, what should be done then, who can I talk to since there is already a thread going on in iTGB?This needs to be resolved as a lack of audio will, I should say could create a lack of sales. Maybe it's just me, but I am not sure silent games are the "in thing" this year.
Torque Owner Kevin James
Anyway... What does your file sound like when played by something else?