TWG 0 Report post Posted November 27, 2008 you know how you turn on the time circuits or...you are approacing 88mph and the sounds from the ingame environment, aka radio station music, other environmental sounds, when you boost with the flying circuits, ect...is there a way to make it so that they DON'T fade out? It gets kind of annoying when im jamming to 'tallica and then it gets faded out im like DAMMIT. Share this post Link to post Share on other sites
archer9234 20 Report post Posted November 27, 2008 If they could be fixed, they already be fixed. Limitation. Share this post Link to post Share on other sites
TWG 0 Report post Posted November 27, 2008 Ah, aight, see I thought that I heard Del talk about something like that at some point...some sounds needed converting so they wouldn't mess with natural in-game sounds......I forget though that might have been with something else. Share this post Link to post Share on other sites
archer9234 20 Report post Posted November 27, 2008 Blue is working on getting the sounds to be MP3 files. Those won't cause conflicts, like the WAV sounds. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted November 28, 2008 If they could be fixed, they already be fixed. Limitation. Blue is working on getting the sounds to be MP3 files. Those won't cause conflicts, like the WAV sounds. Ok, archer, now these 2 answers veto each other... Share this post Link to post Share on other sites
archer9234 20 Report post Posted November 28, 2008 Using WAV is the limitation that we currently have. Blue is trying to get MP3 files to work. A possible alternative. Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted November 29, 2008 hopefully gta4 doesn't use wav Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted December 1, 2008 another idea: can't the sounds be put in the file sfx.raw and be played by 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 // e.g. for the wormhole or reentry sounds 018C: play_sound 1 at 1@ 2@ 3@ Would it work somehow? Share this post Link to post Share on other sites
The Doc 0 Report post Posted December 1, 2008 What are WAV's limits? Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted December 1, 2008 What are WAV's limits? I think in this case they mean that there are only opcodes to play wav files and none for mp3 files. Share this post Link to post Share on other sites
archer9234 20 Report post Posted December 1, 2008 another idea: can't the sounds be put in the file sfx.raw and be played by 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 // e.g. for the wormhole or reentry sounds 018C: play_sound 1 at 1@ 2@ 3@ Would it work somehow? The Sfx.raw file uses low quality sounds. It's easier to use the WAV files, because they can be used as ambient sounds. Share this post Link to post Share on other sites
Mike 214 Report post Posted December 2, 2008 Didn't we add the cold code sound file to the sfx archive though? I thought we added that, as well as the clock sound files to the archive so that the sounds could be localised and not heard if you were on the otherside of the map. Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted December 3, 2008 some of the audio need to be put in sfx.raw cause to much wave effect sounds can be frustrating.......like when I time travel......the radio station music fades away....... Share this post Link to post Share on other sites
Mike 214 Report post Posted December 3, 2008 some of the audio need to be put in sfx.raw cause to much wave effect sounds can be frustrating.......like when I time travel......the radio station music fades away....... Ah has been stated before, it is a game limitation, and most effects are required out of the archive. Share this post Link to post Share on other sites