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Re: Useful Sound converter for grimrock
Posted: Wed Dec 26, 2012 6:17 am
by Isaac
Hariolor wrote:Isaac wrote:When i first tried to import a custom sound it crashed the game, (because it was a stereo track). All problems went away once I made sure that it was exported as Mono.
(I exported a mono sound a few time as Stereo [accidentally] ~duplicated channels.)
Thanks, Isaac - pretty sure this isn't a mono/stereo issue, though I've triple-checked now, just to appease my paranoia since you mentioned it
Interesting sidenote - I just now tried to use the pre-defined sound "earthquake" and it threw the same error...maybe this is something specific to my system. I certainly never modified any of the pre-defined sounds...
Are you using the default sound (untouched; as shipped) and getting this error?
Also:
Code: Select all
playSoundAt("wind_one",13,18,17)
defineSound{
name = "wind_one",
filename = "mod_assets/sounds/wind1.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
I think the last comma is an error ~isn't it?
Is that a typo in the post, or is that how it exists in the script?
Re: Useful Sound converter for grimrock
Posted: Wed Dec 26, 2012 6:53 am
by Hariolor
Isaac wrote:Hariolor wrote:Isaac wrote:When i first tried to import a custom sound it crashed the game, (because it was a stereo track). All problems went away once I made sure that it was exported as Mono.
(I exported a mono sound a few time as Stereo [accidentally] ~duplicated channels.)
Thanks, Isaac - pretty sure this isn't a mono/stereo issue, though I've triple-checked now, just to appease my paranoia since you mentioned it
Interesting sidenote - I just now tried to use the pre-defined sound "earthquake" and it threw the same error...maybe this is something specific to my system. I certainly never modified any of the pre-defined sounds...
Are you using the default sound (untouched; as shipped) and getting this error?
Yep...
Isaac wrote:
Also:
Code: Select all
playSoundAt("wind_one",13,18,17)
defineSound{
name = "wind_one",
filename = "mod_assets/sounds/wind1.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
I think the last comma is an error ~isn't it?
Is that a typo in the post, or is that how it exists in the script?
that's a cut and paste from my sounds.lua file. I thought I needed commas after every variable...still learning so maybe an error there.
Re: Useful Sound converter for grimrock
Posted: Wed Dec 26, 2012 6:57 am
by Isaac
Hariolor wrote:...that's a cut and paste from my sounds.lua file. I thought I needed commas after every variable...still learning so maybe an error there.
It's every one but the last.
(I am also still learning.

)
Re: Useful Sound converter for grimrock
Posted: Wed Dec 26, 2012 12:33 pm
by Phitt
3D sounds have to be mono (= sounds you play with playSoundAt or sounds tied to objects like doors), 2D sounds can be stereo (sounds played with playSound or generic sounds like UI click sounds etc). I use Audacity and never had problems with sounds crashing the game or not playing. Settings I use are 44100Hz/32-bit float, which is pretty standard for wav files.
Re: Useful Sound converter for grimrock
Posted: Wed Dec 26, 2012 6:13 pm
by Hariolor
Phitt wrote:3D sounds have to be mono (= sounds you play with playSoundAt or sounds tied to objects like doors), 2D sounds can be stereo (sounds played with playSound or generic sounds like UI click sounds etc). I use Audacity and never had problems with sounds crashing the game or not playing. Settings I use are 44100Hz/32-bit float, which is pretty standard for wav files.
That is exactly the frequency and bitrate I was sampling at...I opened Neikuns (working) custom .wav files to compare and they *seem* completely comparable in all aspects...I'll get to tinkering and see if I find a solution. I am very disappoint.
Re: Useful Sound converter for grimrock
Posted: Thu Jan 15, 2015 7:52 am
by radamanthe
This is a bug. I had the same problem with a 16bits/44Khz/Mono WAV exported from Audacity. Restarting the editor (leave it -> restart game -> launch editor from main menu) resolved the issue.