The looping positional sound file 'al_na_fountainsm' is very useful for localized water outflows. However, there is an audible hiccup at the end of each loop that, for me at least, breaks immersion. I'd like to ask if somebody with a sound file editing tool and suitable skills could post a repaired version to the new Vault? It could be very useful. I wouldn't think it would be much work; I just haven't done any sound editing in a couple of decades. Thanks. ![]()
Sound File Edit Request
#1
Posté 03 janvier 2016 - 06:13
#2
Posté 03 janvier 2016 - 06:17
Don't know about that one, but there's a waterfall sound effect that I used, which I specifically checked in a sound editor and trimmed to make sure it was seamlessly looping, and yet the in-game engine still insisted on a tiny gap in the loop. I had to attempt to compensate for it by layering multiple water rushing loops instead to cover up the gap as best I could. So it may not be a problem with that file.
#3
Posté 03 janvier 2016 - 07:58
Aye, okay. Thanks Tchos.
#4
Posté 03 janvier 2016 - 08:05
I've cropped the sound but my dropbox is playing up. It may have the same issue as Tchos found though, I've not tested it?
Will try to post it later.
PJ
#5
Posté 04 janvier 2016 - 09:24
It's an inherited file from NWN1.
Since it's quicker to check things in Aurora than Electron, I tested it thoroughly there and can confirm that, at least for me, it loops seamlessly and perfectly in NWN1.
I've minutely examined the sound file in Audacity and have found no unwanted noises or empty spaces that needed hitting with a brick.
Since the actual sound file appears to be utterly identical in NWN2 I can only assume that the problem you've had is not with the file itself but with the way NWN2 plays sounds in-game, as Tchos suggested.
Why the games should apparently play the same file differently, I don't know. I can't imagine why NWN2 would deliberately insert a brief delay in a looping sound object.
Perhaps a test of different looping sounds could confirm whether looping sounds all skip fractionally in NWN2.
I've never really noticed it, but I do a lot more with the Toolset in NWN1 than NWN2...
#6
Posté 04 janvier 2016 - 02:22
I'd be curious to know if the skip is related to the length of the sound file. I.e. it's large enough that the game engine flushes it from the cache following a play, then reloads it. Perhaps then a shorter version wouldn't skip?
#7
Posté 04 janvier 2016 - 02:32
Could try that, or perhaps some combination of the many settings (continuous vs looping?) I can't remember the niceties of the sound properties, but I know that I often see them set incorrectly, especially for objects with a list of wav files to choose from. I recall mods where the property settings as used by the modder make only a single sound from the list play, and play repeatedly, when they can be set to play randomly from the list, or in sequence, with a range of minimum and maximum delays between each.
#8
Posté 04 janvier 2016 - 04:58
Yes, many of the standard sound blueprints are not configured in an optimal manner. I usually have to make my own modified copies.





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