Schattentänzer on 8/5/2007 at 20:40
ZylonBane mentioned the idea in the Soundtrack thread.
I've resolved the issue with them playing in half speed, so there's nothing in the way of having the full tracks in the game at 44100Khz/16Bit/Stereo.
Things are a bit different with the chopped up, event triggered songs. When I went on to recreate the medsci chunks I noticed that some parts present in the game weren't in the full song, at least not 1:1.
I can see the following options:
a) Leave the chunks which are not recreate-able as they are. They would still have to be converted to 44100Khz PCMs for technical reasons.
b) Modify the song file to play the full version. Loss of the event triggered system.
c) Create an alternative version with parts available in the complete song.
ZylonBane on 8/5/2007 at 20:51
Quote Posted by Schattentänzer
I've resolved the issue with them playing in half speed
How?
Nameless Voice on 8/5/2007 at 20:53
Quote Posted by ZylonBane
How?
How?
Schattentänzer on 8/5/2007 at 21:07
How!
Well, it's a typical Dark quirk. All songs play empty.wav until they are triggered. Since empty.wav is 22050Khz, Dark uses that sample rate for the other song chunks too. Just create a 44100Khz empty.wav in snd/songs, and voila. That means of course, that wavs recorded at 22050Khz which are triggered by the same song schema will play at double speed, and I had some crashes then, too.
Edit: Which reminds me that some of the original songs are 4Bit IMA ADPCMs. I don't know how that fits in, because they are playing at normal speed, obviously.
Nameless Voice on 8/5/2007 at 21:24
I'd assume that it's just the Khz that causes the speed issues.
This is interesting; it could be used to have a full 44Khz Medical soundtrack for CCP, for example.
Kolya on 8/5/2007 at 21:37
c) I have listened to the original songs long enough and I always can do so again. If there are a few adequate changes I'll welcome them.
Bjossi on 8/5/2007 at 21:58
Quote Posted by Nameless Voice
I'd assume that it's just the Khz that causes the speed issues.
This is interesting; it could be used to have a full 44Khz Medical soundtrack for CCP, for example.
Yeah, kHz is the sampling rate. Affects the playback speed.
I would never have imagined Dark engine could play 44.1 kHz files, this is certainly interesting. :)
Nameless Voice on 8/5/2007 at 22:08
It's never had any trouble playing 44.1Khz sounds for any ingame sound effect.
People have been doing in in Thief for years (since DarkLoader usually converts MP3s and OGGs to that format anyway).
Muzman on 9/5/2007 at 04:10
Thief 1 or 2?
Valet2 on 12/5/2007 at 11:42
Alternate: you may modify your audio data (44100 samples) to play twice slower. Then the game will play them faster, and you will get what you need.
Got it?