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Author Topic: 44khz project rate for sounds? (22 messages, Page 1 of 1)
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xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Sep 26, 2014 02:33 PM    Msg. 1 of 22       
Recently I've been making a load of new sound effects for a project I'm working on, except I've been creating them in audacity with 44khz project rate. Evidently all sounds need to be converted to 22khz in order to properly work in Halo. The change does not seem noticeable on voice acting clips and other ambient character sounds, however other sound effects like guns and impact sounds are drastically dampened which is discouraging considering so much effort has been put in to make these specific sounds play a certain way. Are 44khz sounds entirely out of the question? Has anyone been able to successfully have 44khz sounds work in-game or am I just going to have to deal with having the quality of my new sound effects severely botched?


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 26, 2014 04:46 PM    Msg. 2 of 22       
the only thing I make 22khz is dialog, sometime I don't even do that.
I can compile 44khz just fine as long as I compile everything using ogg compression.

tool sounds <stuff> ogg 128000
regardless of what the file is I always put 128000. Not sure where I got the habit but I do that.

^ it says 44khz
Edited by Spiral on Sep 26, 2014 at 04:47 PM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 4, 2014 07:37 PM    Msg. 3 of 22       
take look at this map it dose use 44k sounds and you may see y I stop using 44 k sounds

http://hce.halomaps.org/index.cfm?fid=6741
Edited by DOOM899 on Oct 4, 2014 at 07:38 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 4, 2014 10:58 PM    Msg. 4 of 22       
You're actually suppose to put music and some other sounds at 44khz. Dialog remains at 22khz.

Just render out your sound stereo 44khz and it should work. I've done it before.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 5, 2014 03:54 AM    Msg. 5 of 22       
Never make gun sounds stereo.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 5, 2014 05:22 PM    Msg. 6 of 22       
Quote: --- Original message by: altis94
Never make gun sounds stereo.

always make them stereo just out of spite


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Oct 9, 2014 05:33 PM    Msg. 7 of 22       
Quote: --- Original message by: sparky
I'm the resident Halo sound engine specialist. Ask and you shall receive. Do you want a full-fledged tutorial, or perhaps answers to specific questions, or maybe a step-by-step guide on a particular Halo sounds task?

You can use 44 kHz sounds in Halo, I do it all the time; it's the standard audio sampling rate that Halo uses for OGG Vorbis compressions, and you can get away with it with Xbox ADPCM encoded sounds also.


Well that's awfully convenient. I have ~51 sounds ready to import into Halo (nothing longer than 6 seconds so I haven't gotten into splitting long sounds into permutations yet) however I have just about no idea how to get them to work in Halo, or what the limitations of the engine are. This is why I had somebody else do compiling for me, but evidently he needed a virtual machine and could only compile at 22khz. Thankfully 44khz is totally doable, because anything else would kill the quality of the sound effects I've been working on. I figured it would be best to learn how to do this myself, so I'll have a lot of questions.

a) What is wrong with stereo gun sounds? I converted some to mono just to see what it would sound like, and they no longer feel overpowering. I haven't successfully compiled a sound myself yet so I don't know what exactly happens.

b) Could I get a simple basic tutorial regarding getting sounds into Halo? I've tried the tool command 'tool sounds "insert directory here" ogg 1' but I don't get "compressing..." in tool and when I open up the newly created sound tag in Kornmann's Guerilla no permutations were created and no sound actually plays. I was compiling 44khz 16 bit sounds, and I tried both mono and stereo.

c) What's the difference between OGG sounds and Xbox ADPCM sounds? I don't plan on converting any of my maps to be playable on an original xbox, but this is a new ballpark for me and I'd like to know what I'm dealing with.

Thanks so much for the help.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 10, 2014 08:13 AM    Msg. 8 of 22       
Quote: --- Original message by: xnx
a) What is wrong with stereo gun sounds? I converted some to mono just to see what it would sound like, and they no longer feel overpowering. I haven't successfully compiled a sound myself yet so I don't know what exactly happens.
Ever played map Asylum or The Cage? They have stereo weapon sounds and you hear the sound the same way no matter from which direction the weapon was fired. That makes those maps pretty much unplayable.
b) Could I get a simple basic tutorial regarding getting sounds into Halo? I've tried the tool command 'tool sounds "insert directory here" ogg 1' but I don't get "compressing..." in tool and when I open up the newly created sound tag in Kornmann's Guerilla no permutations were created and no sound actually plays. I was compiling 44khz 16 bit sounds, and I tried both mono and stereo.
You might have entered the directory wrong. You should also try using 32 bit.
c) What's the difference between OGG sounds and Xbox ADPCM sounds? I don't plan on converting any of my maps to be playable on an original xbox, but this is a new ballpark for me and I'd like to know what I'm dealing with.
Well the only reason why I use ADPCM sounds is because using OGG mono sounds for sound looping tags crashes the game. With OGG you must use stereo sounds for sound looping while you can use mono ADPCM with no problems. I already explained why you shouldn't use stereo sounds in a).


not giraffe
Joined: Jul 17, 2014


Posted: Oct 11, 2014 03:53 AM    Msg. 9 of 22       
Quote: --- Original message by: altis94
Well the only reason why I use ADPCM sounds is because using OGG mono sounds for sound looping tags crashes the game. With OGG you must use stereo sounds for sound looping while you can use mono ADPCM with no problems. I already explained why you shouldn't use stereo sounds in a).

You can have mono with Ogg sounds. I've only had it crash when the sound is 44 kHz. It seems to work fine with 22 kHz.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 11, 2014 04:30 AM    Msg. 10 of 22       
For me it crashes with 22 kHz too.


not giraffe
Joined: Jul 17, 2014


Posted: Oct 11, 2014 05:11 AM    Msg. 11 of 22       
Quote: --- Original message by: altis94
For me it crashes with 22 kHz too.

https://www.youtube.com/watch?v=hOiJ-z4wE3Y


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 11, 2014 06:07 AM    Msg. 12 of 22       
Oh well... I guess it just happens to me then.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Oct 12, 2014 07:58 PM    Msg. 13 of 22       
when I compile 44k mono sounds for use with weapons they never play :/
Edited by Maiku3 on Oct 12, 2014 at 08:03 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Oct 15, 2014 09:15 PM    Msg. 14 of 22       
Tried compiling sounds again. got this:


Quote: (tool sounds xnxsounds\weapons\shotgun ogg 1)

Importing xnxsounds\weapons\shotgun
Compressing...
EAX: 0x003D0000
EBX: 0x00000C80
ECX: 0x003D9C68
EDX: 0x00000000
EDI: 0xE0020C80
ESI: 0x003D9C60
EBP: 0x0018E3F0
ESP: 0x0018E320
EIP: 0x776C3AC5, 8B 7F 04 3B ?????
004511A1 ?????
014E6BDD ?????
75ED9D45 ?????
776C3CFE ?????
EXCEPTION_ACCESS_VIOLATION

EXCEPTION (that's all I know!)


wot


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 15, 2014 10:42 PM    Msg. 15 of 22       
lel good luck with that.

Tools bitchy errors tho.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 16, 2014 03:18 AM    Msg. 16 of 22       


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Oct 16, 2014 06:57 PM    Msg. 17 of 22       
I installed the 4 new DLLs that altis provided.

So now I'm in the same boat as Maiku. I successfully compiled 5 44khz sounds through tool (EEEEEEEE thanks guys) except only stereo sounds will play in-game even though I can listen to mono sounds in guerilla (so I know the sound data is there.) Also I noticed at a distance the sounds get pretty @$#!ed up. For example I have a 22khz mono gun sound that sounds fine in repetition up close, where at a distance the sound starts to skip. The same happens with a 44khz stereo gun sound (don't crucify me altis I'm experimenting, and 44khz only plays at stereo ATM). Both sounds have near fade value at 6 and far fade value at 45.

The goal here is to have working 44khz sounds (mono or stereo, mono seems to be the better option?) that function correctly at various distances.

Next step? Am I still doing something wrong?


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Oct 18, 2014 04:55 PM    Msg. 18 of 22       
Quote: --- Original message by: sparky
Use the OGG Vorbis encoder DLL's I linked to here instead.

Also, use Xbox ADPCM mono 44kHz sounds for weapon firing sounds. You'll need to do that in Windows XP for the Xbox ADPCM codec compatibility. It won't work in Windows 7, etc.


Is there any particular disadvantage to using .ogg encoding for weapon firing sounds? I've been using it for a couple of different sounds I'm working on, and haven't encountered any problems thus far, but I know the Blam sound engine can be pretty fussy at times.

Quote: --- Original message by: xnx
The goal here is to have working 44khz sounds (mono or stereo, mono seems to be the better option?) that function correctly at various distances.

Next step? Am I still doing something wrong?


Blam gets pretty fussy about playing 44khz sounds positionally for some reason. I've had the exact same trouble, and it's a bit of a nightmare, but as far as I'm aware, it's a hard limit.
Easiest workaround I have found is that Reaper does some pretty accurate downsampling. What I did was take my 44khz stereo sounds and bounce them down to 22khz mono, and the difference is practically inaudible if you select a high enough resample mode.
Edited by beaucephal on Oct 18, 2014 at 05:01 PM


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Oct 26, 2014 02:48 PM    Msg. 19 of 22       
Quote: --- Original message by: sparky
But for footstep and gun and other impact sounds, you really should use the less memory-intensive Xbox ADPCM format.


I've found that generally judicious use of the quality setting means I can keep Vorbis-encoded sounds at roughly the same filesize as those of their ADPCM-encoded counterparts. But yeah, thanks for clearing that up. I'm mainly avoiding using ADPCM as I'm on a Windows 7 machine just now, but I suppose I can always switch to using a Windows XP VM and re-encode if I start encountering trouble with dropouts. Cheers!
Edited by beaucephal on Oct 26, 2014 at 02:48 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 26, 2014 03:07 PM    Msg. 20 of 22       
And a NEW problem arises- permutations!

So I've been compiling some sounds at 22khz mono for simple things like bullet flybys and impact sounds, and compiling went fine. I also have some 44khz sounds that sparky managed to compile for me, and I'm super thankful for that.

However, I typically have 4 permutations for each sound, and Halo's sound engine seems to only want to use half, regardless if I'm using 22khz or 44khz. For example, if I have 4 permutations in the sound tag, Halo will only choose between the first two. If I have 2 permutations, it will only play the first, and if I have 3 permutations, it will only play the first, etc. I've been trying to experiment with the only TWO values in the sound tag, skip fraction and gain, to try and make it so each permutation has an equal chance of being played. I think a janky workaround would be to double the amount of permutations in the sound tag with empty blank permutations, but I feel like this would be a huge waste of space and something would go wrong in the long run.

Any advice?


not giraffe
Joined: Jul 17, 2014


Posted: Dec 26, 2014 06:28 PM    Msg. 21 of 22       
For every permutation try setting the skip fracture to 0 and gain to 1.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 31, 2014 03:43 PM    Msg. 22 of 22       
Tried that, didn't change anything. However, I found the problem, but have yet to solve it completely. Halo's engine only chooses the first half of the permutations if the sound tag is a weapon_fire class or projectile_detonation class. I changed the sound tag to unit_dialog and the permutations work flawlessly, with the gain and skip fraction set to 0. However, the sound is slightly muffled because of how Halo's sound engine juggles sounds. Also, these sounds are for a singleplayer map, so I wonder how changing the sound's class will affect the AI. If it really matters, I could try playing the gun firing sounds with a new class (dialogue) and another inaudible-to-the-player sound as a weapon firing class which would get the attention of the AI.

If there is any other workaround anyone knows of it would be appreciated.

 

 
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