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Non-Spatial Sounds

PostPosted: Fri May 28, 2010 12:26 pm
by andylegate
Not sure if anyone is having a problem with this, however, if you are trying to use Non-Spatial sounds (IE like some ambience sounds, music, etc), it will not work unless you put a check mark in "stream from compressed file"

I just ran into this finally, and my ambient sound would not work until I put a check mark there (in the sound emitter's component properties).

Re: Non-Spatial Sounds

PostPosted: Fri May 28, 2010 1:11 pm
by Aloys
Stream from compressed file? Stop me if I'm wrong (I probably am) but this option sound like Plasma will read the .Ogg file instead of the .Wav?

Re: Non-Spatial Sounds

PostPosted: Fri May 28, 2010 2:42 pm
by andylegate
It's very interesting actually, with Cyan's plugin, it kind of breaks down like this generally:

When you put a sound emitter in the Age and select the type of Plasma Component you want it to be (IE 3D Sound or Non-Spatial sound, but there are others too), you have to select the sound file of course. The plugin will let you select: .wav, .wma or .ogg formats.

If the sound is to be Stereo, you will set up 2 different emitters, designating which is Left and which is Right in the Plasma Component, however, it wants a .wav file for that. If you select a .ogg file for your sound file, you'll not be able to set up Left and Right chanels for it.

When I've set up sounds for Age Creation, I've always used the .ogg files....never thought about using the .wav at all. Then again, I've never made anything that would need it that I could think of.

However, when I've looked in more detail at things that Cyan did, like their water fountain in Bevin, you'll find that there are 2 emitters there, moved apart from each other, one designated as "Left" and the other as "Right". Which means more than likely they are using .wav files for those emitters.

I guess I'll have to test the "Streaming" part by turning it off, and then assigning the emitter the .wav version of the same sound and see what happens.

Re: Non-Spatial Sounds

PostPosted: Fri May 28, 2010 2:51 pm
by ddb174
Could this have something to do with having to run SoundDecompress?

Re: Non-Spatial Sounds

PostPosted: Sat May 29, 2010 4:34 am
by diafero
Please put a big warning somewhere iff an age of yours really needs sounds to be decompressed... because that would mean people have to do that after installing the age, and if the age is put on a Shard's dataserver, some additional settings are required, too.

Re: Non-Spatial Sounds

PostPosted: Sat May 29, 2010 6:20 am
by andylegate
Yah, this explains why on some Ages for shards this had to be done.

I'll have to add some notes about this in the tutorials about sounds.

Re: Non-Spatial Sounds

PostPosted: Sat May 29, 2010 8:05 am
by D'Lanor
This wasn't a problem before because ages made with PyPRP always use the ogg files exclusively. The PyPRP setting supposed to make Uru stream the wav file(s) never worked, which certainly made things easier in the early days of manual installations. And of course for those maintaining dataservers... :D

Re: Non-Spatial Sounds

PostPosted: Sat May 29, 2010 10:35 am
by ddb174
It would be possible for Drizzle to set the streaming flag for all sounds converted. I don't know off hand how much impact streaming from oggs on the fly has. (By the way D'lanor, the dataserver generator in Drizzle checks all the prps for sound flags, and creates the manifests accordingly, which makes that part no problem for those using that system.)