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Been working on huge sound mod for Carmageddon 1 but need assistance.
- DarkReign27
- pedestrian
- Posts: 23
- Joined: Wed Feb 22, 2012 1:58 am
Been working on huge sound mod for Carmageddon 1 but need assistance.
I'm using Windows 7 x64, my sound card is an X-fi external USB 5.1 Pro but it's on stereo. I have troubleshooted a lot and nothing good comes from it but I think it is only Carmageddon 1 and older games doing this. Older sounds seem to do it and it seems to be only WAV files. Just wondering.
Been working on huge sound mod for Carmageddon 1 but need assistance.
That will at least tell you if the fault is your own pc.
- DarkReign27
- pedestrian
- Posts: 23
- Joined: Wed Feb 22, 2012 1:58 am
Been working on huge sound mod for Carmageddon 1 but need assistance.
Been working on huge sound mod for Carmageddon 1 but need assistance.
Let me know if you think I may be able to help with anything else. I was considering creating an audio mod too, maybe we could combine forces?
Been working on huge sound mod for Carmageddon 1 but need assistance.
Let me know if you think I may be able to help with anything else. I was considering creating an audio mod too, maybe we could combine forces?
- stygimoloch
- motorised death
- Posts: 944
- Joined: Wed Aug 17, 2011 10:57 pm
Been working on huge sound mod for Carmageddon 1 but need assistance.
That would, presumably, just be a matter of fading in/out the starts and ends of the samples, or inserting a 0.1 second silence at the beginning/end?jimbob wrote:I had a look at this once before. Many of the audio files suffer from what is called a DC offset, this causes clicks because the waveform does not start or end at 0db. Unless this is fixed before further processing you will have all sorts of problems with loop points.
Been working on huge sound mod for Carmageddon 1 but need assistance.
- stygimoloch
- motorised death
- Posts: 944
- Joined: Wed Aug 17, 2011 10:57 pm
Been working on huge sound mod for Carmageddon 1 but need assistance.
I think the only way to do anything involving loops in Audacity is to manually C/P the entire thing a few times, which is obviously not very useful. I miss Audiomatic, that was so versatile, and did loops just fine. But I think they stopped making it years ago.
- DarkReign27
- pedestrian
- Posts: 23
- Joined: Wed Feb 22, 2012 1:58 am
Been working on huge sound mod for Carmageddon 1 but need assistance.
http://depositfiles.com/files/mxy78s6ca
Been working on huge sound mod for Carmageddon 1 but need assistance.
On closer inspection of Harry by zooming in to the waveform, it seems that the beginning and end points are very close to 0db, and it loops glitch free. I have tweaked it a little bit to make sure it exactly hits the zero crossover at each end. This may help?
But further inspection of Jaques shows that the beginning point does not start at 0db and also that at the end it does not quite finish a complete cycle, and therefor glitches when looped. I have fixed the issue here to make it loop correctly in Sound Forge, but it is interesting because you say this one was already fine within the game?
I wonder whether there is a glitch in the game's audio engine, and the workaround discovered by Stainless was to set loop points slightly early or late of zero crossovers?? To test this theory please could you send me another example of one of your loops that does work and and one which doesn't?
In any case, I have tweaked both files you sent me, and you can download them below. I would be interested to know whether it makes an improvement.
http://depositfiles.com/files/v8rj9tcg0
Been working on huge sound mod for Carmageddon 1 but need assistance.
It may not always produce a glitch with fades. It depends on whether the waveform has completed a full cycle by the end of the file or not, and the duration of the fade. A few samples is as much as you can normally get away with.May I ask why it would create glitched loops? Not doubting you, I just don't understand why it would cause that.
- DarkReign27
- pedestrian
- Posts: 23
- Joined: Wed Feb 22, 2012 1:58 am
Been working on huge sound mod for Carmageddon 1 but need assistance.
Ya very strange, Jaques is the fine one for me but Harry's is not. Here is another set here. EFIRE.WAV Clicks, ESTILLETO.WAV doesn't and sounds fine. Lol the news ones ya sent me are still doing what they did, man weird! Jaques is not clicking and Harry clicks like a son of a... I don't get it bah lol this funny oh yeah the link is below for the new ones. Me very very sad, very mooch :( Never thought I'd have this issue never did before on other game WAVS but they were newer games and used a bunch of formats but WAV was one of them. Might be a game issue but I shoudl ask ya, Stainless engine sounds (WAVs) click on my system they click on yours? I really don't get it even Carmageddon 2 does it. TDR, didn't seem to but meh piece of low quality junk audio anyway on that one, well possibly it does but I hate what they did with the audio on that one rather not fiddle with it, I'm going to ignore that one.This is interesting. I opened both files in Sound Forge. Setting both files to loop, there is an audible click in Jaques, but Harry loops smoothly. This is the opposite way round to the problem you describe. It is also clear from these particular examples that DC offset is not an issue, I seem to remember this maybe only affecting the vocal fx, but I can't really remember.On closer inspection of Harry by zooming in to the waveform, it seems that the beginning and end points are very close to 0db, and it loops glitch free. I have tweaked it a little bit to make sure it exactly hits the zero crossover at each end. This may help?
But further inspection of Jaques shows that the beginning point does not start at 0db and also that at the end it does not quite finish a complete cycle, and therefor glitches when looped. I have fixed the issue here to make it loop correctly in Sound Forge, but it is interesting because you say this one was already fine within the game?
I wonder whether there is a glitch in the game's audio engine, and the workaround discovered by Stainless was to set loop points slightly early or late of zero crossovers?? To test this theory please could you send me another example of one of your loops that does work and and one which doesn't?
In any case, I have tweaked both files you sent me, and you can download them below. I would be interested to know whether it makes an improvement.
Stilleto (Alfa Romeo), and Fire (The small stupid garbage truck look'n guy with a stupid black tail thingy)
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