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Hi.

I use to make a simple fsb file in latest fsbankex.exe.
I want to make a Perfect Looped wav to mp3 or mp2 format. But everytime i make .fsb file and load to test. there is a little silence in the start of the mp2 for mp3 file!

What is the problem! in other computer the conversion is working fine!
But there is no Soundforge8 and mainconcept mp3 plugin installed on the system.

Maybe this is the problem! becouse: if i load a wav to SF8 and save as to mp3, then load back the new mp3 file, the silence is there again! I think the Mainconcept MP3 plugin is wrong..

pls help. Thank you.
Fanta.

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But does the sound still loop? Are you talking about a one off gap at the start or the gap is there every time it loops?

You have to use a perfectly looped .wav file, not an already wrong mp3 for your source data.

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I’ve noticed this on occasion too, I’d guess what he’s talking about is a .wav file that loops perfectly, which is the source for a sound definition. But when mp3 compression is added to the wave bank and the looped event is played in game then there is some silence in the file which causes it not to loop perfectly.

I noticed it just yesterday when I made a test car siren, very simple with a .wav file that looped perfectly but when I added mp3 compression it didn’t loop right. Our audio director had mentioned before that on previous games he’d worked on not using Fmod that the programmers had done something in code to ignore a certain amount of the sound data in a compressed file as there was always the same amount of silence introduced. I wasn’t sure if that was the case and/or whether Fmod would take that into account when compressing/opening files.

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Yes.

Perfect Wav loop. than Convert in Fsbank.exe tool. Then the same amount of silence introduced again. im convert uncomp wav. but i try sf8 too and same wrong result!

Fanta
http://www.hotelsinus.com

[quote="identitycrisisuk":2cbfsth8]I’ve noticed this on occasion too, I’d guess what he’s talking about is a .wav file that loops perfectly, which is the source for a sound definition. But when mp3 compression is added to the wave bank and the looped event is played in game then there is some silence in the file which causes it not to loop perfectly.

I noticed it just yesterday when I made a test car siren, very simple with a .wav file that looped perfectly but when I added mp3 compression it didn’t loop right. Our audio director had mentioned before that on previous games he’d worked on not using Fmod that the programmers had done something in code to ignore a certain amount of the sound data in a compressed file as there was always the same amount of silence introduced. I wasn’t sure if that was the case and/or whether Fmod would take that into account when compressing/opening files.[/quote:2cbfsth8]

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If you want send a wav file to support@fmod.org and i’ll have a look at it.

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Done. Thank You.

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You must be using an old version of fsbankex. I am using 1.41 and it loops perfectly using mp3 at quality 50, 75, 100, and mp2 works just as well. There are no gaps.

You could also be not loading it as a stream or FMOD_CREATECOMPRESSEDSAMPLE. You can’t just decompress it and get a loop, you have to play it using one of these modes to get it to stream in realtime.

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If you’re using FMOD Designer the equivalent to FMOD_CREATECOMPRESSEDSAMPLE is ‘load into memory’ vs ‘decompress into memory’. You dont want to decompress.

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