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Wav 2 raw
Posted: Mon Feb 08, 2010 4:42 pm
by Lupo
Hi,
I don't know a thing about sound generation, so I used to generate all my sounds with DrPetter's sfxr.
Which utility do you use to convert wav to raw?
And which considerations do I need to take into account?
Thanks in advance.
Posted: Mon Feb 08, 2010 5:46 pm
by VilleK
Sfxr is a great tool, and we should really build a similar feature into ZGE because the built in sound synth is capable of generating the same sounds as in Sfxr however the user interface makes it much more difficult.
Try
Audacity to convert between sound formats.
Posted: Mon Feb 08, 2010 5:48 pm
by Kjell
Hi Lupo,
As Ville mentioned,
Audacity is a solid choice. Once installed, go to Preferences -> File Formats and choose "Other" in the "Uncompressed Export Format" drop-down. Then select RAW as header, and Signed 8 / 16 bit ( depends on what you're going to import ) PCM as encoding.
For the highest quality you should just stick to a 44100 Hz bitrate .. and keep in mind that ZGE only supports Mono at the moment, so you'll need to split any Stereo samples in two individual Mono files.
K
Posted: Tue Feb 09, 2010 5:39 pm
by jph_wacheski
I use Audacity as well, it is a nice sound editor.
The ZGE synth system is a good one,. it does take some time to tweek out cool sounds, and if you don't know synth theory this could be mostly random trial and error, however it can be worth it, as the synth sounds can have real-time variations and not sound the exact same each time they are triggered like samples do.
here are a couple examples to start with;
Code: Select all
ZZDC<?xml version="1.0" encoding="iso-8859-1" ?>
<Group Name="#">
<Children>
<Sound Name="s_esplod" Comment="NoteNr >80" Length="0.7" Volume="1" Osc1Waveform="2" UseFilter="1" FilterCutoff="0.1499" FilterQ="0.6893" Mod0Active="1" Mod0Destination="11" Mod0Amount="1" Mod1Active="1" Mod1Amount="0.41" Mod2Active="1" Mod2Source="2" Mod2Destination="1" Mod2Amount="0.22" Env0Active="1" Env0DecayTime="0.3" Env0SustainLevel="0.24" Env0ReleaseTime="0.5" Lfo0Active="1" Lfo0IsBipolar="1" Lfo0Style="1" Lfo0Speed="0.25"/>
<Sound Name="s_lazer" Comment="~50" Length="0.3" Volume="0.7" Osc1PW="0.7" UseFilter="1" FilterCutoff="0.02" FilterQ="0.6893" Mod0Active="1" Mod0Destination="11" Mod0Amount="1" Mod1Active="1" Mod1Amount="0.44" Mod2Active="1" Mod2Destination="2" Mod2Amount="0.88" Env0Active="1" Env0DecayTime="0.1" Env0SustainLevel="0.344" Env0ReleaseTime="0.2"/>
<Sound Name="s_powUp" Comment="88" Volume="0.42" Osc1Waveform="1" UseOsc2="1" Osc2NoteModifier="-0.8" Osc2Volume="0.77" HardSync="1" UseFilter="1" FilterCutoff="0.2597" FilterQ="0.6593" Mod0Active="1" Mod0Destination="11" Mod0Amount="1" Mod1Active="1" Mod1Source="2" Mod1Destination="2" Mod1Amount="0.86" Mod2Active="1" Mod2Source="2" Mod2Destination="12" Mod2Amount="0.26" Mod3Active="1" Mod3Destination="3" Mod3Amount="1" Env0Active="1" Env0AttackTime="0.1" Env0DecayTime="0.2" Env0SustainLevel="0.344" Env0ReleaseTime="0.6" Lfo0Active="1" Lfo0IsBipolar="1" Lfo0Speed="0.91"/>
</Children>
</Group> <!-- # -->
That is three sounds cut from the editor, just past that block into content.
Posted: Tue Feb 09, 2010 6:18 pm
by y offs et
if you don't know synth theory
If you had a link to a condensed, readable tut, that would be nice.