what audio format do you recommend me to use with audacity for my mission? - by Cardia
Cardia on 7/9/2017 at 17:39
So i use to change the audio format with the windows audio record, but my windows 7 does not have that program, so i have audacity, i have this long music that i would like to use in my mission, what format should i use? Ogg? or other format?
Unna Oertdottir on 7/9/2017 at 17:48
Just ogg. Wav is too big. MP3 is complicated/needs additional stuff to convert in ND.
Cardia on 7/9/2017 at 18:13
Quote Posted by Unna Oertdottir
Just ogg. Wav is too big. MP3 is complicated/needs additional stuff to convert in ND.
Thank you Unna, ogg works fine. I have this mix i made of 19 minutes, when i use in a any mission it works, but in my current projects it crashes the mission, should i have to make a mix with less time music or is there another solution to use this file of 19 minutes music?
Unna Oertdottir on 7/9/2017 at 18:20
Did you write a custom schema for this ambient music?
How does it look like?
Cardia on 7/9/2017 at 18:38
Quote Posted by Unna Oertdottir
Did you write a custom schema for this ambient music?
How does it look like?
no, i just replaced a custom thief sound by the name of "m01trans" in dromed, and the file is named "windstil"
Yandros on 7/9/2017 at 19:22
I suspect it is crashing your new mission because it's too long and causing too many resources to be loaded, since your new one has tons of custom objects and stuff. I would just make it shorter, probably a lot shorter. By comparison, the longest ambient loop in DCE is about 1:30, and the longest single excerpt used during a cutscene is around 3:00.
ZylonBane on 7/9/2017 at 19:42
Quote Posted by Cardia
I have this mix i made of 19 minutes
How do you not realize what a bad idea this is? HOW???
Cardia on 7/9/2017 at 20:42
Quote Posted by Yandros
I suspect it is crashing your new mission because it's too long and causing too many resources to be loaded, since your new one has tons of custom objects and stuff. I would just make it shorter, probably a lot shorter. By comparison, the longest ambient loop in DCE is about 1:30, and the longest single excerpt used during a cutscene is around 3:00.
Well, i guess in that case i´ll have to make it shorter or split the mix in two parts. I had use before a music of 20 minutes in a mission i collaborated with Darthslair , but now my current project won't support it has it has already too much information. Thanks Russ
Cardia on 7/9/2017 at 20:42
Quote Posted by ZylonBane
How do you not realize what a bad idea this is? HOW???
i always try to test the limits :cheeky:
Random_Taffer on 7/9/2017 at 20:57
Why not just take like 8 or 9 shorter separate parts and make a schema that cycles through them all? That's what we're doing in DCE and other things.
It's easy to do. Make a schema file for all the custom sounds for your mission.
Here's an example of what your schema might look like (this is from my current project)
//Main Song Cycle
schema m01_songs
archetype AMB_FALL
mono_loop 5000 10000
volume -1900
ForAmb1 ForAmb2 ForAmb3 ForAmb4 ForAmb5 ForAmb6 ForAmb7 ForAmb8
My mission is fall themed so I've named the files thusly.
The bottom line are the filenames of each track. The ambient you'd assign in Dromed here is m01_songs. You can rename most things here to whatever you want.
Mono_loop 5000 10000 means that once a track is finished, in 5-10 seconds it will randomly select another one. You can make this time longer or shorter if you want.
Then once it's to how you like it, put in the command in Dromed reload_schemas to load them up and they should work in game.