Sound formats


(==Troy==) #1

Which sound formats are supported by ET? I found only Wav files, but in my experience games usually support at least midi, for longer sound tracks? And which frequency/bitage of the wav file do I need to use?

Thank you for the answers :slight_smile:


(Donpedro) #2

I never saw or hear midi files in ET. ET supports wav format. there are some program to convert it, others can give further information.


(==Troy==) #3

I have software to convert anything into nearlly anything else :slight_smile: I just need to know which ones I can use, because WAV files are incredibly big, if you are trying to add some background music to the map. :slight_smile:


(kamikazee) #4

I’m 99% sure there is no MIDI support in W:ET.

I believe the used WAV formats are 22 kHz mono, 16-bit PCM encoded.
You can try, and if I’m not mistaken the game tells you the right format should it be wrong.

EDIT: Found it using “wav 22 khz”. Try a search for yourself should you need more info.


(Diego) #5

Other q3 based games like Mohaa support .mp3 format. But I’ve tried that in ET and it does not work.


(FireFly) #6

The ET engine is really picky when it comes to sound : The only file format it accepts is the wav format and like kamikazee pointed out it should be 22 kHz mono, 16-bit PCM
8-bit doesn’t work neither does 11 kHz ( although 44 kHz might work and I believe it doesn’t except stereo wav files, but I could be wrong)

When I was in the pop mod I remember that one of the first things they did was to make the engine accept the mp3 file format…
Because the biggest contribution to the final pk3 will be the wav files, they do take up alot of mb’s… :frowning:


(SCDS_reyalP) #7

Err, an ET mod can’t change the engine to accept MP3s. Not sanely anyway. Sound loading / decoding / playing / mixing pretty much all happens in the engine, for which the source isn’t public.


(MrLego) #8

The Quake 3 engine games are picky about the chunk size info that is stored within a .wav file - most modern audio programs do not save it in a compatible format.

I use a program called SOX to correct that info once I have converted the file.

The source file should be saved as:

  • Saved file type should be RAW or PCM
  • 22,050 hz
  • 16 bit mono
  • use SOX.EXE afterwards to correct chunk info

Here is an example of the sox command line for converting from raw to wav.

sox -r 22050 -c 1 -w -s mirror.raw mirror.wav

You can get sox Here

You can also search these forums for “sox” or “chunks”- there was a post a few years back by Siliconslick.


(mlyn3k*) #9

well,
i use even 11000 hz or 8000 hz and 8 bit wavs with no prob.
they just have to be in pcm

and i use goldwave to convert them

greetz :stuck_out_tongue:


(MrLego) #10

mlyn3k* you’re right, the numbers I posted are more towards the max the engine will support.

I have some files that are 25,000 hz and they play fine but the 44,000 hz files never played.

The sox program will convert from many formats, raw, pcm or even another wav file - the chunksize seemed more important to the game than the frequency or bits.


(==Troy==) #11

Thanks! It worked… but still it is like 12 MB… :oops: and the rest of the pk3 is only 2 mb :slight_smile: