Yandros on 6/7/2015 at 04:21
16-bit PCM uncompressed WAV format works fine. The compressed format LGS used for the original sounds is IMA ADPCM, which compresses it down to 4 bit. I still convert to that for some reason although there's not really a need to anymore since NewDark handles .ogg files natively I believe. It's just a habit I've yet to break. I use the old Windows XP version of Sound Recorder to do it.
ZylonBane on 6/7/2015 at 12:47
ADPCM creates 4-bit output from 16-bit input.
8-bit PCM (and ADPCM for that matter) should never be used for sounds with any sort of volume subtlety since it has a terrible noise floor, so you end up with hissing in the low/fading parts. It's fine for beeps and boops and consistently loud noises though. But in these days of cheap RAM and fast hard drives it's hardly a distinction worth making anymore.
Yandros on 6/7/2015 at 15:01
Quote Posted by ZylonBane
ADPCM creates 4-bit output
from 16-bit input.
Yeah, I knew that... it was late. I keep some sounds 16bit PCM for the reasons you stated, and compress some others down to IMA.
gamophyte on 6/7/2015 at 15:10
Quote Posted by ZylonBane
ADPCM creates 4-bit output
from 16-bit input.
8-bit PCM (and ADPCM for that matter) should never be used for sounds with any sort of volume subtlety since it has a terrible noise floor, so you end up with hissing in the low/fading parts. It's fine for beeps and boops and consistently loud noises though. But in these days of cheap RAM and fast hard drives it's hardly a distinction worth making anymore.
Thanks for that info. I guess I will stick with ogg for now.
Quote Posted by LarryG
I would just duplicate & modify:
Thanks LarryG, sorry you had to spell it out like that. I hope new users see this too, very clarifying. The material tags get daunting and scary to look at.
I was thinking, could this be used to hack-in better footsteps for stairs? Lets say you just have stone and wood steps in the mission; so you make a new material schema for both. Then that points to wav file that have steps sounds close together like step-step instead of step, that may make stairs sound distinctly better. I'd have to figure out how to add it to textures in this case.
Quote Posted by Yandros
Yeah, I knew that... it was late. I keep some sounds 16bit PCM for the reasons you stated, and compress some others down to IMA.
Thanks again.
Xorak on 6/7/2015 at 21:42
For my hacked-in stair sound, I took the cheeseball route, and changed the material on the stair objects to Goo, since Goo was already setup but unused. Then I replaced the Goo sound files with the stair sound I wanted. All I wanted was to remove the heavy thud, thud, thud, every time the player landed on a new stair, and replace it with a normal walking sound. I was never able to find a way to create the materials from scratch, but seeing the advice in this thread, I'm going to give it a go in the future.
gamophyte on 6/7/2015 at 22:18
Goo!? Hrm.... that gives me an idea :sly:
I do wonder what they had in mind. Maybe something a pegan might shoot at you.
Xorak on 6/7/2015 at 22:25
The Goo sounds were added in DromedDeluxe. I think it was used somewhere in Thief 2X maybe?
gamophyte on 6/7/2015 at 22:57
I am going to try to learn how to make my own in concerns to have a texture stored under it. I want my sewer to sound wet in parts. Good to know I can commandeer goo though if I can't figure it out.
LarryG on 7/7/2015 at 00:06
Quote Posted by Xorak
The Goo sounds were added in DromedDeluxe. I think it was used somewhere in Thief 2X maybe?
It's not OM that's for sure!