• simonlime

    Hi,

    I'm designing sound for an indie game that's under developement. My goal is to use PD to dynamically trigger/blend sounds depending on game data, and by randomly selecting background sounds and music loops.

    I got it pretty far by using [soundfiler] loading .wav files into arrays and [tabread4~] reading from the arrays. It looped nicely without any clicks, and I could easily change playback speed. But ofcourse I needed to compress all files to .ogg format, and I realized that [soundfiler] doesn't seem to accept that format...

    So I tried using [oggread~] and writing its output to arrays with [tabwrite~], but then I have to wait for all the files to play through before [tabread4~] can read them from the arrays. And [oggread~] makes awful pops when it loops so I can't use it for looping the files.

    Does anyone know a good solution? I have read about sndfiler, wich seems to be a good solution, but they state that it can crash patches etc, and I don't really know how to install it and get it to work. Anyone of you had any experience with sndfiler? If you can help me with another solution to my problem or with getting sndfiler to work, I'd appreciate it!

    Thanks!

    posted in technical issues read more
  • simonlime

    Rayniter, that's ace! Actually I never got it sorted as the project was laid on ice :/ but now maybe I will finish my sound engine if your extension works! Do you want to share your oggfile loader?

    posted in technical issues read more
  • simonlime

    Hi, thanks for your response!

    Good thought there with speeding them up, theoretically it should work. But I'd rather find another solution before I try that out. I kind of have got it to work now, but I have trouble making my arrays the exact lenght as I can't use soundfiler to resize them, and it seems like [oggread~] adds some silence after each file is played... I've tried calculating the size manually but don't really know how to. Does [oggread~] output PCM-coded sound?

    Many sounds are short, like laser bursts and click-sounds. But my big problem right now is the intro music, wich I composed with four different loops that are approx. 18 s long each. I thought that all loops can load and while they are loading, the first loop is being played back (as it is loading). That would cover up the loadtime nicely i guess. I'd like to use uncompressed format, but that will make the game too large in the end...

    posted in technical issues read more

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