Sound file formats

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IronMaiden
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Sound file formats

Post by IronMaiden »

Is their a way to change the code so that we can use other sound compression formats instead of the data hungry .wav? Reason i ask is I was reading into the steam workshop and they say that the whole dungeon cannot be more than 100mb .
As it is now I'm not even done the first floor and i have over 200mb of sound files alone.

Thanks in advance
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Skuggasveinn
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Re: Sound file formats

Post by Skuggasveinn »

The sound system is lacking a lot of features.
At this moment, all triggered sounds must be wav
background music is ogg

I understand it from AH point of view, sounds that need to triggered on the fly need to be placed in memory at run time (or else hard disk access times, and other lags can cause the sound to miss its timing). And if its in memory its unpacked and therefore it doesn't matter if its wav or ogg (it just takes more space on your HD, wav or ogg take the same space in memory, just as jpeg or bmp).

I would like to see the following feature being implemented.

with script allow us to stop ambient ogg streaming, and start another one.
this will allow is to place "boss music" in a particular room and when he is dead stop the boss music and call back the original ambient.
this will cover alot of the things people are trying to do and it can be ogg since timing (it starts 3 or 5 sec later) doesn't matter all the much. (but spell sound fx, and hit sound fx need to have precise time and there for need to be pre-loaded into memory, but sounds like that are usually short).

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Phitt
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Re: Sound file formats

Post by Phitt »

IronMaiden wrote:Reason i ask is I was reading into the steam workshop and they say that the whole dungeon cannot be more than 100mb .
Who says that? Serious people or is it just talk? A single custom tileset plus some additional stuff like items, sounds, music, intro will already be 100mb easily, if you want to use 2 or more custom tilesets it would be impossible. Can someone confirm this? I can hardly believe it as 100mb is not much.
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Neikun
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Re: Sound file formats

Post by Neikun »

100mb seems a little small given the scope of what you can do with modding.
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IronMaiden
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Re: Sound file formats

Post by IronMaiden »

Phitt wrote:
IronMaiden wrote:Reason i ask is I was reading into the steam workshop and they say that the whole dungeon cannot be more than 100mb .
Who says that? Serious people or is it just talk? A single custom tileset plus some additional stuff like items, sounds, music, intro will already be 100mb easily, if you want to use 2 or more custom tilesets it would be impossible. Can someone confirm this? I can hardly believe it as 100mb is not much.
Well this was my thought exactly so i decide i would try to publish it to workshop as a work in progress in my description and i got a message back saying "unable to publish to workshop file must not be more than 100mb"
So i saw it with my own eyes. it is kinda weird.

I think i will just go with the nexus instead when i feel i might have a fun dungeon crawl.

Thanks again everyone for feedback.
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Neikun
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Re: Sound file formats

Post by Neikun »

That is extremely unfortunate. I wonder if there's anyway we could be allowed to upload bigger files to the Workshop.
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IronMaiden
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Re: Sound file formats

Post by IronMaiden »

It is possible i suppose that it's a steam bug or something that will be augmented soon enough, because i cannot see this remaining that way too long.
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Phitt
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Re: Sound file formats

Post by Phitt »

Oh, well. That's not much of a problem for me as I don't use Steam. I thought it may have something to do with export problems/editor limitations or the like. If it's only Steam crapping out I'm ok with it. Business as usual, was (and probably still is in some regards) the same for Skyrim.
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petri
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Re: Sound file formats

Post by petri »

I've heard that Valve is working on supporting larger than 100MB mods. Fingers crossed...
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