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Thread: Wave problems

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    Wave problems

    Well, i am using a system to make waves loop at a certain position. I do this:
    +if music =1
    -Play sample HPZact1 loop -1 uninteruptable
    -set counter to SamplePosition("HPZact1")

    +if counter > 97067
    -set sample position (HPZact1) to SamplePosition("HPZact1")-97067+2245

    the end position of the song is 97067 and the loop restart position is 2245. To prevent cuts because of the framerate, i substract the end position to the current position and i add the loop restart position value, so music should loop perfectly at any time.

    Well, it does work perfect when playing on run-frame from mmf2, but after i build the stand alone application, it doesnt work. It just play as if those events dont exist, even on the same computer.

    Why this does happen?

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    Re: Wave problems

    It's a bit of a guess, this, but have you tried unchecking "Compress the runtime" before compiling? The difference between how the game is run in and out of the editor might be causing this.

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    Re: Wave problems

    It is possible, but, I am using wavs as music, so I need to compress sound on stand alone applications. There is any way to do this?

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    Re: Wave problems

    Well I would also be interested to know if it worked right uncompressed and how much is the compression saving you on KBs?

    Is it really imperative the wav files are compressed?

    In that case why not convert them to OGG files and really save some space?

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    Re: Wave problems

    Ok, I tested it and it does work. Waves work fine if sound is uncompressed.

    I use radio quality waves, so I can make a decent 1:15 minutes song in a 2 mb file. When stand alone is build, usually uses like 7 MB of data with uncompressed sound, but it decreases to 3 Mb when compressed. It has the level music, a 30 seconds bosss music, and a couple of 20 short waves, more/less. Everything else are gfx and code.

    The reason of use waves instead any other kind of music is because of the compression. When playing a compressed file like mp3 or a simple midi, it takes a short time to load, and game freezes during that time. I want to be completely fluid. It-s quite annoying to reach the ende of the level where a boss is waiting for you and have to wait like 2 seconds to wait for music to load. I am using that since mmf and now that I am switching to mmf2 i can make a decent loop.

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    Re: Wave problems

    When you play an OGG thru the internal MMF2 sound engine are you getting a loading delay?

    It would be weird if OGGs had a delay and WAV files did not in the internal sound engine.

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    Re: Wave problems

    not checked. I have not a ogg coder to make some for testing.

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    Re: Wave problems

    Sorry for double posting.
    I tryed it and i got nice resutls. No delay but i have not as good results as using waves, since with waves i can compress sounds to half of the ogg one. If it-s possible to do it as wav, it would be great.

    Edit: Ow, i did found a great quality and low size compresion ratio, something that keeps filesize close to the expected one. I didn-t know that ogg was so powerful. Thaks for the help. Now i will test an stand alone application. If something is wrong i will come to reply.

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