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Old 23-01-20, 00:25   #101
not again!
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@ GabrielCoft - yeah, your file is 44 kHz Stereo and needs converting to 22 kHz Mono. As SSJ6Wolf mentioned you could use Audacity to convert the track:

- in the menu bar on top go to Tracks > Mix > Mix Stero down to Mono
- in the bottom left corner of the window go to Project Rate (Hz) and set it to 22050
- export you track as WAV 16-bit PCM

edit: Lwmte was faster

Last edited by not again!; 23-01-20 at 00:28.
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Old 23-01-20, 00:42   #102
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Thank you so much, guys!
Turns out I really needed to change from stereo to mono and the Hz aswell, or else the sound refused to play ingame.
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Old 23-01-20, 18:37   #103
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Quote:
Originally Posted by not again! View Post
@ GabrielCoft - yeah, your file is 44 kHz Stereo and needs converting to 22 kHz Mono. As SSJ6Wolf mentioned you could use Audacity to convert the track:

- in the menu bar on top go to Tracks > Mix > Mix Stero down to Mono
- in the bottom left corner of the window go to Project Rate (Hz) and set it to 22050
- export you track as WAV 16-bit PCM

edit: Lwmte was faster
or if you have NG_Center it's in the tool3 page, Audio Converter (wav->wav) :x
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Old 28-01-20, 15:06   #104
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I added some new SFX IDs using SoundTool, loaded the sounds etc and saved the XML file.
This file is loaded into Tomb Editor in Level settings.

However, when I try and add these sounds into an animation in WadTool - they don't show up.
I have a new ID 370 but the list only goes up to 369.
I get a message about 'sound missing from level settings'
What am I missing here..
Do I need to alter the sound sample paths?

They are ticked and lit green in Level settings.. I loaded this reference project into WadTool yet the sounds still won't play or show up.. Any reason why?
I'm just going to have to replace a SFX not in use instead as a new sound ID is causing issues

Last edited by dcw123; 28-01-20 at 15:16.
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Old 28-01-20, 15:30   #105
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Write 370 in little window right at sound window in animcommands
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Old 28-01-20, 16:51   #106
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Quote:
Originally Posted by dcw123 View Post
I'm just going to have to replace a SFX not in use instead as a new sound ID is causing issues
Why dodge the issue before even trying to fix it/have it fixed? It might be a bug or just a scenario that has been forgotten in WT, so in case it is just wait for them to fix it and try again.
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Old 28-01-20, 17:01   #107
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Quote:
Originally Posted by Joey79100 View Post
Why dodge the issue before even trying to fix it/have it fixed? It might be a bug or just a scenario that has been forgotten in WT, so in case it is just wait for them to fix it and try again.
tomb4 can be hardcode the max samples so adding it in tombeditor can be useless because it will not play in game since it will not be loaded.
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Old 28-01-20, 17:11   #108
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No, it's an issue in WadTool in this case, and we already know higher indices work for tomb4 because TRNG uses those when using a v130 WAD (extended sound map).
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Old 28-01-20, 17:25   #109
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Custom sounds should work in WadTool. Like vasatomb said, you have to manually enter the sound ID.



EDIT: Wrong thread

Last edited by JMN; 28-01-20 at 17:27.
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Old 28-01-20, 22:47   #110
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Nevertheless there was an issue which prevented previewing custom sounds which are out of bounds of original TR4 soundmap. It will be fixed in 1.2.11.
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