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Re: Kaelis' Pub Office
Posted: Wed May 19, 2010 9:55 am
by Oliver Knowles
kaelisebonrai wrote:Hm...
.wav files still need to be converted to ogg, so, that probably won't help. =P (and back to .wav, after that >.<)
I'll have to think of what I'm doing wrong with the alcscript. =P
Wav is totally gapless, and ogg either doesn't have the gap or has built-in gapless support. The format of mp3 always puts blank data in the beginning of the file, and it's up to the playback software to detect and correct this. So, wav-to-ogg should be more likely to work, not to mention better source quality, and no quality loss from transcoding.
I have a history of grumbling about this kind of stuff...

Re: Kaelis' Pub Office
Posted: Wed May 19, 2010 10:30 am
by ddb174
Okay, it's on UAM, Kaelis!
Re: Kaelis' Pub Office
Posted: Thu May 20, 2010 12:46 am
by kaelisebonrai
Oliver Knowles wrote:kaelisebonrai wrote:Hm...
.wav files still need to be converted to ogg, so, that probably won't help. =P (and back to .wav, after that >.<)
I'll have to think of what I'm doing wrong with the alcscript. =P
Wav is totally gapless, and ogg either doesn't have the gap or has built-in gapless support. The format of mp3 always puts blank data in the beginning of the file, and it's up to the playback software to detect and correct this. So, wav-to-ogg should be more likely to work, not to mention better source quality, and no quality loss from transcoding.
I have a history of grumbling about this kind of stuff...

Yes, but, the version in the age right now is an ogg >.> But, i'll convert the wav, and see how she goes. =P
EDIT: btw, I trust your judgement, and will do it, but, i'm not sure if that's the exact issue.. i set the, um, music to "looping" in the prp, though, not entirely sure what that does. =P
Anyways, i'll let you know what happens, when I set up the new version. =)
EDIT2: but, definitely, better source quality will be very, very nice. =P
EDIT3: Thanks, Dustin!
Re: Kaelis' Pub Office
Posted: Thu May 20, 2010 1:39 am
by diafero
I like the music, btw, congratulations to everyone involved

Re: Kaelis' Pub Office
Posted: Thu May 20, 2010 1:48 am
by Aloys
/me add's Kaeslis Pub Office to the growing list of Ages to visit this week end..
Re: Kaelis' Pub Office
Posted: Thu May 20, 2010 9:46 pm
by kaelisebonrai
=D
hokay, this weekend will likely have the ambient sounds update, probably. =P (maybe even the fabled bottles update, as i have textured models, right now. =P)
Re: Kaelis' Pub Office
Posted: Fri May 21, 2010 5:07 am
by kaelisebonrai
good lordy! That is LOUD!
I just checked my sound settings, virtually /everything/ was on low. O-o
No wonder everyone had problems. =P
Re: Kaelis' Pub Office
Posted: Fri May 21, 2010 5:24 am
by Aloys
kaelisebonrai wrote:good lordy! That is LOUD!
What's that you say?? Can't hear you!
Re: Kaelis' Pub Office
Posted: Fri May 21, 2010 5:52 am
by kaelisebonrai
Well, i've toned it down a /LOT/. As for the Imager sounds, I can't seem to make them nearly quiet enough, so, for now, I'll remove the sounds for those =/ (I'd hoped I'd manage to get them done for this new release.. I just can't get them anywhere near suitably quiet... they're currently sitting on "volume: 0.005" and they're /still/ not quiet enough. =/ They're actually painfully loud, atm, still :< Yet, Cyan's are at 0.1 or so, and use the same sound file O-o
Re: Kaelis' Pub Office
Posted: Fri May 21, 2010 6:25 am
by kaelisebonrai
annd.... time for a release!
Sound issue should be finally fixed -- no imager sounds, though, sadly :<
http://guildofartisans.org/uruages/kael ... 05-2010.7z