Yandros on 12/8/2015 at 01:59
Same here, I use Audacity 2.03 and have no problems at all. You shouldn't worry about lowering bitrate (and thus quality) to shrink the file these days, unless it's a long sound file and/or you have a lot of them in your mission. Do as Larry said and it should work. Also, as Larry said earlier don't ever put new files inside your CRFs, it's not necessary and you could corrupt them and have to reinstall.
ZylonBane on 12/8/2015 at 12:05
Quote Posted by Yandros
Also, as Larry said earlier don't ever put new files inside your CRFs, it's not necessary and you could corrupt them and have to reinstall.
And it makes the prospect of distributing one's FM rather problematic.
Yandros on 12/8/2015 at 17:00
Well yeah, that's certainly true as well.
Derspegn on 13/8/2015 at 00:50
Quote Posted by ZylonBane
And it makes the prospect of distributing one's FM rather problematic.
I removed the newer .WAV from the .crf. Will that be fine, or might the FM release be compromised?
Yandros on 13/8/2015 at 01:43
He means if it's in your CRF and not in your /snd folder, you may forget to include it in the ZIP and then no one else will hear it.
Derspegn on 13/8/2015 at 02:21
Quote Posted by Yandros
He means if it's in your CRF and not in your /snd folder, you may forget to include it in the ZIP and then no one else will hear it.
Thanks for clarifying, I was concerned that the temporary insertion would have messed things up.
Derspegn on 13/8/2015 at 02:32
To update, I have followed the instructions of previous posts by everyone. The .WAV is now a reexported Microsoft signed PCM 16 bit. I put it in a folder called "Custom Sounds" in the "schema" folder. I edited base.arc to specify the file and archetype. I reload the schemas, build the room database, compute the pathfinding database, save the new gamesys & set it, then save a new mission.
I have reviewed everything so that there are no spelling errors or mismatched hierarchies.
What's different is that I changed the archetype from AMBIENTS to AMB_MISC (as suggested by fibanocci). I also changed the volume from -500 to -1500, and specified this in AMB.sch (the old schema was deleted) and the object hierarchy for the sound schema and ambient sound marker.
I have to test this further, because when I try to play the schema, I simply get no sound. I can play another schema from snd.crf (even though I removed AMB_RDSG from that file). So Dromed is either not able to find it or the file may not be compatible.
Yandros on 13/8/2015 at 02:55
The WAV file goes in /snd or a folder inside of /snd, not in the /schema folder. Also, if you're only adding a new schema you don't need to touch base.arc, you need to have your custom schema in a new .sch file named something appropriate. Only after doing those two things should you open Dromed, enter the reload_schemas command and then test it.
LarryG on 13/8/2015 at 03:25
What Yandros said. I only mentioned BASE.ARC to let you know where the ambient archetypes were defined and to let you know that you could set up your own to collect your schemas separate from the OM schemas. In my opinion that make life easier. Others have their own approaches.
fibanocci on 13/8/2015 at 06:00
To be honest, I've no idea what going wrong. Since I'm lazy, I suggested to do what I'm doing if I'm lazy (but it's always working fine).
You have to find out what's wrong. Test some sound files
For testing, copy a wav file from Thief Gold/T1.
In RES/snd/sfx, there's ABYSS1. Copy in to your own folder (snd/sfx). Rename ABYSS1 to 'testsound' or whatever.
Write a schema according to your needs (you can also copy this)
//testsound abyss1
schema testsound
archetype AMB_MISC
volume -300
testsound
and reload schemas and play it. This sound should always work. It's a thief ambient.
Is it working? Rename the sound file you actually want to 'testsound' and replace the renamed abyss1.wav
Is it still working?