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Author Topic: Sawndz 0.12 - RELEASED  (Read 256725 times)
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Jaklub
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    « Reply #30 on: May 09, 2011, 07:09:21 AM »


    sox.sourceforge.net -> Sourceforge's File Release System -> take the zipped win32 version
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    vm19961126
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    « Reply #31 on: May 09, 2011, 08:43:35 AM »


    hmm? i have a question, what do you meen by support longer sounds, do you meen you can replace for example a 0.75 sec. sound with a 2.00 second sound?
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    Jaklub
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    « Reply #32 on: May 09, 2011, 09:52:30 AM »


    yes

    @donaldthescotishtwin: I saw your latest announcer call upload. Hex packets created by Sawndz should always work. I never had any problems with these and I got no reports they don't work. FYI, offsets the generated hex packets should be inserted to are in filenames.
    « Last Edit: May 09, 2011, 10:02:14 AM by Jaklub » Logged

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    « Reply #33 on: May 09, 2011, 10:01:30 AM »


    Well my hex packets where created by just pressing convert and Insert then I sent them to ssbbtailsfan to test and he said the sound was too fast
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    « Reply #34 on: May 09, 2011, 10:03:16 AM »


    Just tested your Roy call. First, the sample should have 1 channel. Because it has 2, the sound is slowed down. Second, the hex packet issue is caused by your sound being too long (0,2 second is a lot). If it wasn't, it would work fine and ROB's call wouldn't be interrupted.
    After I inserted the generated hex packets, the only issue was ROB's sample being a bit cut at beginning.
    You see, the sound hex packet is nothing more than copied spd file expanded to wave size - and that's the reason why it didn't work.

    The sound was too fast probably because ssbbtailsfan got only the sound packet without packet with fix data.

    I'll fix automatic hex packet creation in new version. It's an easy fix, so it will work.
    « Last Edit: May 09, 2011, 10:11:17 AM by Jaklub » Logged

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    « Reply #35 on: May 09, 2011, 10:10:57 AM »


    You mean robs announcer call is interrupted when Inserting the hex packets? On my game it's fine but I didn't use sawndz 0.07 to make it also I sent ssbbtailsfan both the packet and the fix packet
    « Last Edit: May 09, 2011, 10:14:17 AM by donaldthescotishtwin » Logged

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    « Reply #36 on: May 09, 2011, 10:12:09 AM »


    What I mean is that the issue with Roy hex packets was not the speed, but the fact your sound is too long. Although it doesn't screw up the insertion in Sawndz, it does screw up the hex packet - and that will be fixed in next version. Thank you for that info, btw.

    About too fast sound, it seems like ssbbtailsfan didn't insert the fix packet. I think one of you made a mistake, as the speed wasn't the issue with the packets.
    « Last Edit: May 09, 2011, 10:17:03 AM by Jaklub » Logged

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    « Reply #37 on: May 09, 2011, 10:16:01 AM »


    NP does it sound accurate when inserted the way the text file says? Because I typed down exactly what I did before I inserted it
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    « Reply #38 on: May 09, 2011, 10:17:41 AM »


    Yup, manual insertion of your sound works fine.
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    « Reply #39 on: May 09, 2011, 11:59:13 AM »


    hmm okay then, but when I tried to insert a longer sound,the sound was just cut so it was the same length of the original...:S
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    « Reply #40 on: May 09, 2011, 12:00:32 PM »


    Because it does not work that way.

    Frequency Divide field is the key. I've tried to explain it once:
    I'll try to explain it.
    Let's say we have a sound effect that can be only one second long. We want to insert a sample that is two seconds long. To do this, we have to speed up our sample twice (so it fits into the limit) and save it in original sound frequency. In Frequency divide field we have to type 2 (because the sound we want to insert is twice as long as the original sound). Frequency of sound will be divided by this value (hence the name of the field). And so, we get 2 seconds long sound.
    If that isn't clear enough, for now stick to using Generate sound.wav in newest Sawndz till I stop being lazy. That option was made to make lives easier.
    « Last Edit: May 09, 2011, 12:02:13 PM by Jaklub » Logged

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    « Reply #41 on: May 09, 2011, 12:20:41 PM »


    hmmm... but that way, it isn't realy supporting longer sounds.. cuz the sounds are just as long as they has to be because of the limit... but I guess I just have to do it this way Tongue
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    « Reply #42 on: May 09, 2011, 12:21:41 PM »


    Lower the frequency -> Have a longer sound -> PROFIT

    For now, that's how it has to work.
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    « Reply #43 on: May 09, 2011, 12:24:03 PM »


    to lower frequency change the numbers in frequency divide in insertion options
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    « Reply #44 on: May 10, 2011, 09:16:33 AM »


    New version up.

    - Generate sound.wav bugfixes.
    - Now automatic hex packets work even if sound was originally too long.

    http://www.mediafire.com/?to0plxtz80k9pib
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