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Re: wscream sound effect (Was: [Bug-freedink] suporting your project)

From: Sylvain Beucler
Subject: Re: wscream sound effect (Was: [Bug-freedink] suporting your project)
Date: Mon, 17 Aug 2009 08:46:42 +0200
User-agent: Mutt/1.5.20 (2009-06-14)


On Fri, Aug 14, 2009 at 10:06:26PM +0200, address@hidden wrote:
> > It suits nicely, there's just a bit of "wind" on the micro that alters
> > the clarity of the voice.
> Really? Mm.. that's weird, because she was way far from the micro and
> facing a different direction when she shouted. But perhaps it was a
> cheap micro.
> What I'm not sure about is the amplitude.. perhaps it's too loud?
> > Can you convert it in 16 bit / mono / 22050Hz (i.e. the original
> > sound's format) so I can includ it in the dink/Sounds dir? :)
> The original recording from my sis was longer and lower pitched, I cut
> it and altered the frequency to make it shorter and high pitched (more
> suitable for a game effect, I think), I didn't noticed that I was
> saving it in stereo 96000Hz, sorry.
> But here you have, attached is the same sound as before, but in 16bits
> mono 22050Hz ogg/vorbis (or do you prefer wav?).

Ogg Vorbis uses variable bitrate, so it doesn't really have a 22kHz
framerate ;)

Here's how freedink-data works:

- there's a source file (in the src/ directory) which is the best
  quality, possibly with sound editor project files, multiple tracks,
  etc.  In this particular case I think your best file is the .ogg you
  sent, but you have a .flac it's even better :)

- the sound is then converted to a format suitable for the game, in
  this particular case, 16 bit / mono / 22050Hz / WAV.  If it's
  encoded differently, the game will play it wrong (too fast or too
  slow).  You can test by adding the sound in
  /usr/local/share/dink/dink/Sound/wscream.wav and see how Chealse
  will scream in the game's first village when you hit her ;)

The 2 forms are needed, so that if we need to re-encode in the game
format, we can work from the best-quality source.


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