How to make a custom sound file smaller?
[AwE]Sentinel
Join Date: 2012-06-05 Member: 152949Members
in Mapping
I never got the fmod stuff working, so I am happy that we can use simple wav files now.
But I have a problem. I plan to add a background sound to a map, but it is 1:15min long (6mb .flv) and converted to .wav it became ~12mb. It is a radio message and I can't make it shorter because of that. Is there a way to make the file smaller? Some secret ns2-background sound pro hint? Or can ns2 use something beside fsb and wav? Or is my only alternative to get fmod working? Because I tried it a few times and the sounds I created never worked ingame...
But I have a problem. I plan to add a background sound to a map, but it is 1:15min long (6mb .flv) and converted to .wav it became ~12mb. It is a radio message and I can't make it shorter because of that. Is there a way to make the file smaller? Some secret ns2-background sound pro hint? Or can ns2 use something beside fsb and wav? Or is my only alternative to get fmod working? Because I tried it a few times and the sounds I created never worked ingame...
Comments
I downloaded the fmod 4.38 version again and this time it looked like it is supposed to. I created the projects and banks how I remembered it and loaded it into the ns2/sound folder. Now I can select it in the editor and it also plays a sound. I still have a few questions:
- I had two files worth 7mb and after fmod created its files the size grew to 45mb! I hoped it would become smaller, now it is very large. Is that normal? Maybe the background sound file is too big to use after all
- I don't have to add a file that states the length of the played track anymore? At least it worked in the editor without one. But if I place a .wav file in the soundsrc folder, the builder creates one...
- If I place the fev and fsb file in the soundsrc folder of my map and build, the builder just skippes the files. So I add them to the output folder by hand and thats it?
And what am I supposed to use as the fmod file sound path in the ambient_sound entity? If I place the sound in my ns2 folder, I can use it in the editor. But if I publish the map with the new sound, the sound files will be in the ns2 mod folder. Do I publish the map first and change the path according to the mod so that every subscriber is using the sound files from the mod? (I bet there is a simple solution and it sounds silly to ask) :P
Thanks in advance, I know it's annoying to answer them ^_^`
Didn't know about the loop, nice hint! Yeah, the sound just played once. I will redo them with the compression anyways XD
I miss the ns1 sounds. Expecially the pistol sound and the background music.
Edit2: Awesome. I set the compression to 30% quality. Since it is a radio message, it doesn't really matters. And the maximum streams from 10 to 2 (does this effect ns2?) -> Now the 45mb banks became ~3mb. Plus the 2,8mb of the map the mod will not be bigger than the whole honorguard map!