The format is no different from anything else I've used, all 44.100 kHz, 16 Bit, Mono.Anybody got any ideas why this happening and what I can do to make these wav's play correctly in the game?
I've messed with just about every sound in the game, never had this.might try it with different editors... and of course what recycled said
Quote from: [EoM]Focalor on January 22, 2009, 02:58:40 PMThe format is no different from anything else I've used, all 44.100 kHz, 16 Bit, Mono.Anybody got any ideas why this happening and what I can do to make these wav's play correctly in the game?Yikes...that's a really high sampling rate. I've edited simple wave files for years. For Quake2, I've never gone higher than 22050 Hz (8 bit mono). Its not necessary in Quake and will chew up a little bit more bandwidth the higher you sample. 11025 is plenty. I believe a standard .wav file should be PCM audio in order to play correctly. There are some older formats that will cause errors. I also think 16 bit is stereo, not mono.
Huh...I've never heard of a flag in a wave file that will cause it to loop. I made sure all of them were generic PCM audio. The only odd thing I saw was that Sound Recorder will show the complete waveform in the Quake sound file but not yours (see screenshot) but I didn't think much of it. If there is a flag, it must be at the beginning (because I cut out 3/4 of the end portion). To get rid of it I guess you could cut off the first few milliseconds of the waveform and see if it that works.