Custom Music For Dungeon Editor

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minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: Custom Music For Dungeon Editor

Post by minmay »

Dr.Disaster wrote:Specs are as minmay said:
- sounds (wav format) are mono 44100hz
- music (mp3 or ogg format) needs to be stereo 44100Hz
i never said these things. they are wrong. you are the only person to say them, and you are wrong

sound effects can be stereo, it's just that stereo sound effects cannot be played as 3d sounds, only 2d (playSound function, SoundComponent with soundType of "ambient", etc)

sound effects can also use frequencies other than 44100hz without breaking in some circumstances, however this is a bad idea and pretty useless knowledge because it causes compatibility issues and there is no compelling reason to use other frequencies in grimrock 2 since SoundComponent allows you to play at an arbitrary pitch (if you want to downsample to 22050hz to save space, just save the 22050hz data as 44100hz and play it at a pitch of 0.5)

music can't be mp3, only ogg vorbis, it should definitely be 44100hz stereo though
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Dr.Disaster
Posts: 2874
Joined: Wed Aug 15, 2012 11:48 am

Re: Custom Music For Dungeon Editor

Post by Dr.Disaster »

minmay wrote:
Dr.Disaster wrote:Specs are as minmay said:
- sounds (wav format) are mono 44100hz
- music (mp3 or ogg format) needs to be stereo 44100Hz
i never said these things. they are wrong. you are the only person to say them, and you are wrong

sound effects can be stereo, it's just that stereo sound effects cannot be played as 3d sounds, only 2d (playSound function, SoundComponent with soundType of "ambient", etc)

sound effects can also use frequencies other than 44100hz without breaking in some circumstances, however this is a bad idea and pretty useless knowledge because it causes compatibility issues and there is no compelling reason to use other frequencies in grimrock 2 since SoundComponent allows you to play at an arbitrary pitch (if you want to downsample to 22050hz to save space, just save the 22050hz data as 44100hz and play it at a pitch of 0.5)

music can't be mp3, only ogg vorbis, it should definitely be 44100hz stereo though
Aye, it can't be mp3 .. just recovered that info from a rather old post i made .. me bad (again)

Regarding the rest: why point out things that
- can't be played back a.k.a. stereo sound
- bad ideas a.k.a. sounds using frequencies other than 44100hz?

Keep info simple!

sounds (wav format) -> mono 44100hz
music (ogg format) -> stereo 44100Hz
minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: Custom Music For Dungeon Editor

Post by minmay »

Dr.Disaster wrote:Regarding the rest: why point out things that
- can't be played back a.k.a. stereo sound
Uh, because they can be played back, I literally just told you how. Surely you noticed that Isle of Nex has stereo sound effects...
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Gakitcon
Posts: 1
Joined: Sat Oct 14, 2017 7:53 pm

Re: Custom Music For Dungeon Editor

Post by Gakitcon »

You can customize music with some music editors
https://filmora.wondershare.com/video-e ... r-mac.html
I usually use Audacity. It's good enough...
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Custom Music For Dungeon Editor

Post by akroma222 »

Here are some sound fx / ambient track MIXER links for Ambient Mixer

https://fantasy.ambient-mixer.com/witch-s-hearth
https://rpg.ambient-mixer.com/dungeon-atmsophere-2
https://rpg.ambient-mixer.com/dungeon-ambient

(Agreed, Audacity is a great way to go!)
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