Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 3:45 am
noted ! 
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i never said these things. they are wrong. you are the only person to say them, and you are wrongDr.Disaster wrote:Specs are as minmay said:
- sounds (wav format) are mono 44100hz
- music (mp3 or ogg format) needs to be stereo 44100Hz
Aye, it can't be mp3 .. just recovered that info from a rather old post i made .. me bad (again)minmay wrote:i never said these things. they are wrong. you are the only person to say them, and you are wrongDr.Disaster wrote:Specs are as minmay said:
- sounds (wav format) are mono 44100hz
- music (mp3 or ogg format) needs to be stereo 44100Hz
sound effects can be stereo, it's just that stereo sound effects cannot be played as 3d sounds, only 2d (playSound function, SoundComponent with soundType of "ambient", etc)
sound effects can also use frequencies other than 44100hz without breaking in some circumstances, however this is a bad idea and pretty useless knowledge because it causes compatibility issues and there is no compelling reason to use other frequencies in grimrock 2 since SoundComponent allows you to play at an arbitrary pitch (if you want to downsample to 22050hz to save space, just save the 22050hz data as 44100hz and play it at a pitch of 0.5)
music can't be mp3, only ogg vorbis, it should definitely be 44100hz stereo though
Uh, because they can be played back, I literally just told you how. Surely you noticed that Isle of Nex has stereo sound effects...Dr.Disaster wrote:Regarding the rest: why point out things that
- can't be played back a.k.a. stereo sound