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I am having some strange things happening when using xma compression in some 360 soundbanks. I am using FMOD designer v 1.7.17.

One sound bank had some harsh digital noise that got very bad as I increased the xma compression value, and improved as I reduced the xma value.

On other banks, some sounds seem to be quiet or missing.

After making a test recording, and zooming in on the wave, I think the attack of these sounds is being cut off, making the sounds seem quieter, as they are percussive sounds.

I exported the banks into the game with ADPCM compression instead of xma, and it seems to have fixed both the noise and the attack/volume problems.

Has anyone else experienced this problem? Could it be related to the out of date FMOD version? (we can’t install the latest version for a little while)

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Can you supply us at support@fmod.org some wavs and a test fdp that demonstrates this problem? XMA encoding is done by microsoft’s encoder which is out of our hands but we can have a look anyway.

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