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Yo.

Our course leader and tech guy told us that Dim3 only supported 8 bit/22Khz, but I noticed that the car engine sound on the vehicle map was 16 bit, so I chucked in a few 16 bit 22Khz samples and they seemed to work fine... on a mac, but now that I test out the same sounds using the windows runtime they are just noise. I down-sampled tehm to 8 bit and now they work.

My question is - how come you can use 16 bit sounds on the mac version but not the pc version?
I really want to use 16 bit sound because 8 bit gives such a bad SNR, although its not as noticeable in the game as in a DAW app, so is there some high-pass filtering going on in the engine to disguise that 8 bit hiss?

Also... if you have two sound objects next to each other playing the same sound, they don't seem to be able to play at the same time. Can this be solved by creating two sound definitions that use the same file or do I need to have seperate .wavs for each one?

[EDIT]
Yes, creating multiple definitions using the same .wav does result in layered sounds from the same source file.

Cheers ta.
JeffOfDeath Wrote:Yo.

Our course leader and tech guy told us that Dim3 only supported 8 bit/22Khz, but I noticed that the car engine sound on the vehicle map was 16 bit, so I chucked in a few 16 bit 22Khz samples and they seemed to work fine... on a mac, but now that I test out the same sounds using the windows runtime they are just noise. I down-sampled tehm to 8 bit and now they work.

My question is - how come you can use 16 bit sounds on the mac version but not the pc version?
I really want to use 16 bit sound because 8 bit gives such a bad SNR, although its not as noticeable in the game as in a DAW app, so is there some high-pass filtering going on in the engine to disguise that 8 bit hiss?

Also... if you have two sound objects next to each other playing the same sound, they don't seem to be able to play at the same time. Can this be solved by creating two sound definitions that use the same file or do I need to have seperate .wavs for each one?

[EDIT]
Yes, creating multiple definitions using the same .wav does result in layered sounds from the same source file.

Cheers ta.

That's a bug that will be fixed in the newest versions. There's no restrictions to 8-bit sound, but there's a bug that turns anything over 8-bit into static when on a little-endian machine (x86). This will be fixed in 2.2.

[>] Brian
OK. Thanks.
Is this fixed in the current Beta version of 2.2?

What about the 22Khz thing is that true or can we use sound at 44.1Khz?
JeffOfDeath Wrote:OK. Thanks.
Is this fixed in the current Beta version of 2.2?

What about the 22Khz thing is that true or can we use sound at 44.1Khz?

You should be able to use sounds at any rate. It *is* fixed, but the problem is until I release, there's no windows versions (which is why I'm trying to wrap things up for 2.2.)

[>] Brian
ok, cool
I'll just downsample everything for the windows version and use the originals on mac.

Thanks for your help and speedy replies.

I got another question for you, though :-)

I'm trying to attach a new ambient sound to each hit state in the Drum object.
In the Drum.js script file, I found the obj.setting.setAmbient class and used that to set an ambient sound, and then change it by using a new setting in the bendDrum function, but that only lets me change the sound once when the drum is hit the first time, and I want a seperate ambient sound for each hit state.
I'm not that familiar with Javascript but it looks to me like I need to define a new function that checks the bendlevel variable and assigns a different sound based on it, or put something to that effect into the damageDrum function, but I'm not sure how to script it. I would be so grateful if you could give me a hand with this.

Thanks a lot
JoD
Code:
if (bendlevel==1) {
obj.setting.setAmbient();
}
if (bendlevel==2) {
obj.setting.setAmbient();
}
........ ECT!

Smile
(the variable might be called bend state bend level or whatever, just change it to the right one, and use the ambiet function right Smile*)
Cheers dude. I'll give that go in a bit.
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