Hey, I've got some WAV sample files in my game (heavily compressed of course) but when I build my game, even if I no longer need said file (say I decide I don't want it any more or replace it with a newer version) there seems to be no way of deleting the old files, ergo, I am wasting precious storage space on unneeded files... Any way of fixing this? Cheers!
Deleting Sound files to conserve build memory.
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
-
-
Usually you have to restart MMF again.
Marv
-
Yes, unused sounds should be removed the next time you open the file - make sure they aren't referenced from any leftover events. Check the Data Assets window (the icon to the right of the frame/event editor icons) to check the sounds that are being included.
-
I reckon it's all about the strategy. Dare I say that I can become overwhelmed by how everything seems to make sounds, but sometimes if the sound is there "just because" perhaps you do not need to include it and that might indeed make more sense than hurting your brain trying to figure out how to remove it after the fact. Sounds are cool, but do not overdo it in the first place. Sometimes, the way some NES games did it might be a good way to measure it; as a creator, I am back to the blips and bleeps emitted by some classical gaming, in lieu of some of today's ultra realistic sampled from the real thing ogg vorbis whatevers. They are realistic and big on "wow" but you are seeing how they can consume a great lot of memory or bandwidth. It's true that sometimes a game is just a game, and the creator should never use an atempt to be more realistic as a means to conceal a lack of an original idea; sometimes games take place in worlds that aren't real anyway, and therefore having "realistic" sound effects would not only take up memory [as you are seeing] but would seem somewhat out of place. Maybe there is a world where nothing emits sound....
-
Sound travels by vibrating molecules. On Earth, sound travels to your ears by vibrating air molecules. In deep space, there is no air, thus there is no sound. The moon, our closest satellite, has no atmosphere. Not atmosphere, no air, no sound. There are many worlds without sound, and they are calling for you.
-
In space, no one can hear you scream.
-
Facehuggers can.
-
I kinda have the same question. I had set some test music loaded with Direct Show for a demo; After that, even though I had removed all the events in every scene loading the music, it was still showing in the external files and asking me for it when I was loading the project. To remove the file from the external files list I had to completely delete the direct show object from every scene ! Reloading MMF didn't do the trick.
Am I doing it wrong ? Is there another way than that ?
Thanks.
-
Yes, unused sounds should be removed the next time you open the file - make sure they aren't referenced from any leftover events. Check the Data Assets window (the icon to the right of the frame/event editor icons) to check the sounds that are being included.
Thank you, David! Setting the unneeded assets to "play from disk" reduced the build file size.
-
Sound travels by vibrating molecules. On Earth, sound travels to your ears by vibrating air molecules. In deep space, there is no air, thus there is no sound. The moon, our closest satellite, has no atmosphere. Not atmosphere, no air, no sound. There are many worlds without sound, and they are calling for you.
Where I come from, a certain degree of silence is golden. While that is a rather archaic cliche, sometimes the best creationism occurs under those circumstances. While in games, absolute silence isn't always required, I still think it's possible to go overkill with complex sound effects, and thus this is what can take up memory or bandwidth, and leads to this query about how to somehow dispose of the excess baggage. But what if you never packed it in the first place?
-
look, if in this day and age, 15-20MBs of data is too much too handle then you seriously need to reconsider you internet plan!!! While a few of my sound effects may be be 8bit retro, the music is modern and relevant. It's worth the bandwidth easily imo
-
look, if in this day and age, 15-20MBs of data is too much too handle then you seriously need to reconsider you internet plan!!! While a few of my sound effects may be be 8bit retro, the music is modern and relevant. It's worth the bandwidth easily imo
Enlighten me. When you say "modern and relevant", do you mean like that stereotypical "game music" which consists of loud bass, repetitive guitar strumming and other sounds produced by rejected European grunge rock pseudo-bands who can be hired cheap? Or do you mean softer, easy listening with a slight catchy upbeat, such as found in the Kirby series? That "modern and relevant" seems kind of nebulous because I think baroque or classical such as Beethoven might still be "relevant" even a few hundred years later. I actually prefer a softer variety of game, not the kind which overwhelms the senses with loud and obnoxious cacophony to try and make you overlook how stupid and boring the game actually is. Sometimes, I compose my own -- I am not very good, mind you but perhaps the music should reflect the natural rhythm of the scene, and my choice of MIDI patches would also be indicative of this.
-
Enlighten me. When you say "modern and relevant", do you mean like that stereotypical "game music" which consists of loud bass, repetitive guitar strumming and other sounds produced by rejected European grunge rock pseudo-bands who can be hired cheap? Or do you mean softer, easy listening with a slight catchy upbeat, such as found in the Kirby series? That "modern and relevant" seems kind of nebulous because I think baroque or classical such as Beethoven might still be "relevant" even a few hundred years later. I actually prefer a softer variety of game, not the kind which overwhelms the senses with loud and obnoxious cacophony to try and make you overlook how stupid and boring the game actually is. Sometimes, I compose my own -- I am not very good, mind you but perhaps the music should reflect the natural rhythm of the scene, and my choice of MIDI patches would also be indicative of this.
try my demo and see! ;P
Please login to see this link.
-
Man isn't this thread supposed to be about wav samples that have been added to and mfa and no longer used, but still embedded in the mfa, thus taking up unwanted space?
-
Chris,..I know right??
-
Enlighten me. When you say "modern and relevant", do you mean like that stereotypical "game music" which consists of loud bass, repetitive guitar strumming and other sounds produced by rejected European grunge rock pseudo-bands who can be hired cheap? Or do you mean softer, easy listening with a slight catchy upbeat, such as found in the Kirby series? That "modern and relevant" seems kind of nebulous because I think baroque or classical such as Beethoven might still be "relevant" even a few hundred years later. I actually prefer a softer variety of game, not the kind which overwhelms the senses with loud and obnoxious cacophony to try and make you overlook how stupid and boring the game actually is. Sometimes, I compose my own -- I am not very good, mind you but perhaps the music should reflect the natural rhythm of the scene, and my choice of MIDI patches would also be indicative of this.
Game music depends on the type of game. Kirby music doesn't work for everything. Also, this is the tech support forum so we should keep things on track, not write dissertations on music theory. Adding unnecessary posts in tech support drowns out the relevant answers to help people. And yes, this is an unnecessary post in response to an unnecessary post
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!