How To Make Loopable(ambience) Sound?
ukjinplant
Join Date: 2003-05-16 Member: 16360Members
<div class="IPBDescription">I made custom sound. please read me. T-T</div> I made BG sound WAV file. this sound file is good work, but not loop.
PCM 11.025 kHz, 16bit, Mono.
used CoolEdit 2.1 (and windows sound recorder)
so, I moved sound to ambience folder. but not loop still.
I don't know that must do how to do. Help me~ <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
PCM 11.025 kHz, 16bit, Mono.
used CoolEdit 2.1 (and windows sound recorder)
so, I moved sound to ambience folder. but not loop still.
I don't know that must do how to do. Help me~ <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
if anything else then i have no other clue.
When I was working on my ambience pack, I found it easiest to grab a file with a loop point already there and copy+paste your own sound into it, then save.
In CoolEdit they look like little blue flags at the bottom of the sound.
How to make loopable custom sound.
The Basics
The hard part of this is finding a good sound file, as the beginning and the end of the file have to transition smoothly. Once you have, you need to make it conform with the following parameters to make it loop in Half-Life:
Sound files must be in "wav" format.
Sound files must be 22 040 Hz, 8bit and mono
Waves need two "cue points" - at the start and end - in order to loop.
Sounds should be in folder #:\sierra\half-life\valve\sound. To keep things tidy, I prefer using the ambience folder for ambient sounds.
To do all this, you need a sound editing program like Cool Edit 2000, which can make "cue points" for your wav and save in the required format. Here are other audio editors if you didn't like Cool Edit 2000.
Example - using Cool Edit 2000
Open your wav file in Cool Edit.
Click "cue list" from the view -> scrolldown menu.
Click once at the start of your wave and click add in the cue listing menu.
click once at the end of your wave and click add in the cue listing menu.
Click done and save your sound to #:\sierra\half-life\valve\sound\ambience folder.
Then, in your map editor, create an ambient_generic using your new sound. By default it will now loop, playing it over and over and over... which is why the hard part is choosing a good sound.
amckern
Waves need two "cue points" - at the start and end - in order to loop.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're right about how wav files must be monoaural. I could never get stereo wavs to play.
Regarding format: I find any 8-bit sound, whether it's 11Hz or 22Hz, too grainy for my ears. It sounds annoying and unprofessional. I recommend 11Hz 16bit for a good size/quality ratio. 22Hz 16bit wavs sound great but the file size gets large very quickly.
Also, the wav files in my ambience pack have no end cue points--only start cue points--and they loop fine.
By the way. MP3 files can be stereo or mono but require no loop points at all. It's difficult to get an MP3 file to sound good when it loops, though, because there's always a small gap at the start and end of the file (this is where the ID3 tag data are stored, apparently).
For reference, check the Official Release Thread in the Customization forums and download Marr's Ambience Pack. Version 2.0 is the latest; I'm working on 3.0 but it won't be ready for release for a few more weeks.
How do you make a random 'spark' sound play every time a light flickers on and off?
How do you make a random 'spark' sound play every time a light flickers on and off? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Put it on the same multi manager as the light
-e-
I may as well add at the same time <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
amckern