Create Ambient Sounds Rw

Discussion in 'Technical Reports' started by Rube, Mar 10, 2023.

  1. Rube

    Rube Member

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    Hello, I need to know to convert sounds to .wav format, the type of bit channel that is compatible with the game.
     
  2. Rube

    Rube Member

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    I only remember these settings that I assume are correct for the conversion of sounds to .wav and that when implemented in the game they are heard: Sampling rate: 44100hz Type: Jumpsuit
     
  3. 749006

    749006 Well-Known Member

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  4. Rube

    Rube Member

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    I understand but my goal is to generate audio in any format and convert it to .wav with the correct settings so that it works in RW.
     
  5. 749006

    749006 Well-Known Member

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    I have no idea what Jumpsuit is as it does not appear when you google for Sampling rate: 44100hz Type: Jumpsuit
     
  6. Rube

    Rube Member

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    I Sorry, is Mode: mono sound.
     
  7. 749006

    749006 Well-Known Member

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    Either way I don't think TSC will see a WAV file- most are DAV files
     
  8. Rube

    Rube Member

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    And after converting the audio from wav to dav, do I have to create the ambient audio control and sound blueprints in TS's blueprint editor 2?
     
  9. Rube

    Rube Member

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    Ajustes correctos Sonido Ambiental Wav a convertir a ese formato.PNG Are the following values correct for converting text to audio .wav format? Program used by Loquendo TTS Director.
     
  10. Rube

    Rube Member

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    Result
    imagen_2023-03-11_025201497.png
     
  11. maxtedrw

    maxtedrw Active Member

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    Speaking as someone who has done lots of work on TSC sounds for narrow gauge. TSC will work with .wav files just fine. You just need to make sure that your proxyxml file has .wavs rather than .davs referenced. DavDecoder works both ways - it can decode .davs and can encode .wavs ( although there really is no need to do this). I use a lot of .wavs in my sound sets.
    To make / modify sound files I use Audacity which has got lots of capability. For sound files that contain trigger points ( like Chuffs ) you will need a program like CueLister as I have never got the cues in Audacity to work correctly.
    Sound file editing is more of an art than science as what you hear in your sound editor sometimes seems less than optimal when heard in game, especially true of cue'd sounds like chuffs. Ambient sounds are a very easy thing to produce as they have no cues etc.
    However, unless for personal use sound files downloaded from the internet or modified from those created by others are generally very easy to identify and so intellectual copyright issues really come into play here if you plan on wider release.
     
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  12. maxtedrw

    maxtedrw Active Member

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    And yes, you will still need to create a proxyxml files and a dot.bin for the file. I would suggest that rather than starting that from scratch do this. Make your sound and save it as a .wav file. Then simply copy and then edit an existing proxyxml from another ambient Kuju default sound. Its a lot easier. Then SERZ the matching relevant .bin file for your copied proxyxml, edit it to refer to your new proxyxml file name. SERZ it back to a .bin file and bingo. And the little sound placement cone object will stay as the default Kuju one making placement of the sound much easier.
     
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  13. Rube

    Rube Member

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    I'm lost in that audio blueprint.
    I have no idea how the sound is configured to work, rather it is heard on the TSC.
    Screenshot of Ambient Audio Control Blueprint:
    Configuracion_Ambient_Audio_Control.PNG
    In this screenshot, the audio mesh and xml of Scenery blueprint removed completed
    Malla_igs_de_sonido_eliminada.PNG
     
    Last edited: Apr 19, 2023

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