Useful Sound converter for grimrock

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Isaac
Posts: 3191
Joined: Fri Mar 02, 2012 10:02 pm

Re: Useful Sound converter for grimrock

Post by Isaac »

Hariolor wrote:
Isaac wrote:When i first tried to import a custom sound it crashed the game, (because it was a stereo track). All problems went away once I made sure that it was exported as Mono.
(I exported a mono sound a few time as Stereo [accidentally] ~duplicated channels.)


Thanks, Isaac - pretty sure this isn't a mono/stereo issue, though I've triple-checked now, just to appease my paranoia since you mentioned it ;)

Interesting sidenote - I just now tried to use the pre-defined sound "earthquake" and it threw the same error...maybe this is something specific to my system. I certainly never modified any of the pre-defined sounds...
Are you using the default sound (untouched; as shipped) and getting this error?

Also:

Code: Select all

playSoundAt("wind_one",13,18,17)

	defineSound{
		name = "wind_one",
		filename = "mod_assets/sounds/wind1.wav",
		loop = false,
		volume = 1,
		minDistance = 1,
		maxDistance = 10,
	}
I think the last comma is an error ~isn't it?
Is that a typo in the post, or is that how it exists in the script?
Hariolor
Posts: 42
Joined: Sun Apr 15, 2012 5:59 am

Re: Useful Sound converter for grimrock

Post by Hariolor »

Isaac wrote:
Hariolor wrote:
Isaac wrote:When i first tried to import a custom sound it crashed the game, (because it was a stereo track). All problems went away once I made sure that it was exported as Mono.
(I exported a mono sound a few time as Stereo [accidentally] ~duplicated channels.)


Thanks, Isaac - pretty sure this isn't a mono/stereo issue, though I've triple-checked now, just to appease my paranoia since you mentioned it ;)

Interesting sidenote - I just now tried to use the pre-defined sound "earthquake" and it threw the same error...maybe this is something specific to my system. I certainly never modified any of the pre-defined sounds...
Are you using the default sound (untouched; as shipped) and getting this error?
Yep... :(
Isaac wrote: Also:

Code: Select all

playSoundAt("wind_one",13,18,17)

	defineSound{
		name = "wind_one",
		filename = "mod_assets/sounds/wind1.wav",
		loop = false,
		volume = 1,
		minDistance = 1,
		maxDistance = 10,
	}
I think the last comma is an error ~isn't it?
Is that a typo in the post, or is that how it exists in the script?
that's a cut and paste from my sounds.lua file. I thought I needed commas after every variable...still learning so maybe an error there.
User avatar
Isaac
Posts: 3191
Joined: Fri Mar 02, 2012 10:02 pm

Re: Useful Sound converter for grimrock

Post by Isaac »

Hariolor wrote:...that's a cut and paste from my sounds.lua file. I thought I needed commas after every variable...still learning so maybe an error there.
It's every one but the last.

(I am also still learning. :) )
User avatar
Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: Useful Sound converter for grimrock

Post by Phitt »

3D sounds have to be mono (= sounds you play with playSoundAt or sounds tied to objects like doors), 2D sounds can be stereo (sounds played with playSound or generic sounds like UI click sounds etc). I use Audacity and never had problems with sounds crashing the game or not playing. Settings I use are 44100Hz/32-bit float, which is pretty standard for wav files.
Hariolor
Posts: 42
Joined: Sun Apr 15, 2012 5:59 am

Re: Useful Sound converter for grimrock

Post by Hariolor »

Phitt wrote:3D sounds have to be mono (= sounds you play with playSoundAt or sounds tied to objects like doors), 2D sounds can be stereo (sounds played with playSound or generic sounds like UI click sounds etc). I use Audacity and never had problems with sounds crashing the game or not playing. Settings I use are 44100Hz/32-bit float, which is pretty standard for wav files.
That is exactly the frequency and bitrate I was sampling at...I opened Neikuns (working) custom .wav files to compare and they *seem* completely comparable in all aspects...I'll get to tinkering and see if I find a solution. I am very disappoint.
radamanthe
Posts: 1
Joined: Thu Jan 15, 2015 7:47 am

Re: Useful Sound converter for grimrock

Post by radamanthe »

This is a bug. I had the same problem with a 16bits/44Khz/Mono WAV exported from Audacity. Restarting the editor (leave it -> restart game -> launch editor from main menu) resolved the issue.
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