Game Development Community

ogg sound files wont work in T3D 1.2

by Justin Dobbs · in Torque 3D Professional · 04/18/2012 (9:41 am) · 12 replies

I purchased the zombie pack and I have installed it just fine but I have some sound files for the idle/walking and attack actions but nothing I do will let them play, I always get this same error::
SFXSound::_create() - Could not create device buffer!
SFXSystem::createSource() - Failed to create sound!
Profile: ZombieIdleSound
Filename: art/sound/zombie_idle

SFXSound::_create() - Could not create device buffer!
SFXSystem::createSource() - Failed to create sound!
Profile: ZombieFireSound
Filename: art/sound/zombie1


I have tried both ogg and wave formats and other ogg files work fine just these two have issues is there any known bugs with ogg or do they need to be a special HZ / codec version??

#1
04/18/2012 (2:18 pm)
@justin - I would start with the datablocks and audio profiles -- be sure their .cs scripts is executed and not causing syntax errors.

also use one of the existing sound profiles and replace it with your audio file as a test -- to verify torque plays it ok.




#2
04/18/2012 (2:32 pm)
If i replace the sounds with Lurker defaults then they do play hover the sound files play fine in my ogg player so it has to be a version issue I just don't know which version Torque needs to be encoded for.

Here are my datablocks for reference.
datablock SFXProfile(ZombieIdleSound)
{
   filename = "art/sound/zombie_idle";
   description = AudioDefault3D;
   preload = true;
};
datablock SFXProfile(ZombieFireSound)
{
   filename = "art/sound/zombie";
   description = AudioDefault3D;
   preload = true;
};
#3
04/18/2012 (3:19 pm)
Are your sounds mono or stereo? They have to be mono for this.
#4
04/18/2012 (4:12 pm)
It's most likely the mono vs stereo issue. I haven't run into any encoding problems with OGG, WAVs are another story. As Ian said, 3D sounds have to be mono or they won't play at all, only FMOD will allow you to get away with a stereo sound as a 3D (but I don't advise it, still better for them to be mono).
#5
04/18/2012 (6:15 pm)
Yeah they are stereo so I will have to find a way to downsample them... open to ideas lol.
#6
04/18/2012 (6:27 pm)
Audacity will work for this. You can change the sampling rate and make them mono. I used this on some T2D games a year or so back. It's fee too. Here is the link: audacity.sourceforge.net/
#7
04/18/2012 (6:28 pm)
Use Audacity, it's free.

[edit] great minds think alike ;o)
#8
04/18/2012 (6:30 pm)
I ended up buying the ogg-mps.com converter and it works perfect now thank guys
#9
04/19/2012 (11:46 am)
I tend to use Audacity myself, but there was a converter that I purchased back in the TGE days as I had to do a lot of conversion back then. The ability to batch all that was worth the $20 I spent on the tool. Wish I could remember the name of it so I could find it again.
#10
04/19/2012 (1:20 pm)
Just write a batching plug-in for Audacity....
#11
04/27/2012 (9:16 am)
Since most of my audio files come in anything other than ogg format, i use format factory http://www.pcfreetime.com/ to convert, this also has the option of saving as mono or stereo
#12
05/01/2012 (9:01 am)
Have another audio issue if you watch this video you will notice the audio from the weapons cuts out at random. also there are no log errors.
http://youtu.be/0aCiGclU1so

Edit i fixed the audio issue by fixing the scene itself it seams there where so many bugs in collision and other areas that the CPU i had the server on simply couldn't keep up I noticed in the logs all of theses issues but was only looking for audio ones once i fixed the others though it was fixed also..... go figure.