i'm working on a slot machine game.
i paid for this "seamless looping sound":
https://sites.google.com/site/coolfonne/slotloop.wav
when i put it in the game, it sounds like there is a definite pause at the end. it does not seem
seamless. can someone help me see if this seamlessly loops or not so much?
"seamless looping sound"
i'm working on a slot machine game.
i paid for this "seamless looping sound":
https://sites.google...ne/slotloop.wav
when i put it in the game, it sounds like there is a definite pause at the end. it does not seem
seamless. can someone help me see if this seamlessly loops or not so much?
Just open the file using the windows sound recorder, check the end of the file, if its not silent in the end there then it is most likely a problem with your playback code.
[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
The voices in my head may not be real, but they have some good ideas!
Hello,
The file seamlessly loops. (although it's not looped very well in my opinion, it "stumbles" a bit)
Should work without pausing nevertheless. Do you convert the file to .mp3 before using it? This can cause silence to be added to the file due to sample overlap.
If this is the problem, here's a handy article: http://www.compuphas...p3/mp3loops.htm
The file seamlessly loops. (although it's not looped very well in my opinion, it "stumbles" a bit)
Should work without pausing nevertheless. Do you convert the file to .mp3 before using it? This can cause silence to be added to the file due to sample overlap.
If this is the problem, here's a handy article: http://www.compuphas...p3/mp3loops.htm
Check out my Music/Sound Design Reel on moritzpgkatz.de
Loops pretty good when I loop it in Peak Pro. There might be a slight bump but the pacing of the 8th notes is steady and I don't hear any clicks or pops.
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX
You probably play back your sound in the wrong way.
If you have some kind of "queue" of buffer slices of audio data that are going to be played sequentially without gaps, you should be able to use your audio file as a circular buffer: when you reach the end, you schedule a piece from the end and a piece from the beginning, with the actual playback code seeing two pieces instead of one.
If, instead, you reproduce a sample from beginning to end, then when it ends you make a call to play it again, the time quantization from doing that inside your game loop (leaving some silence between the end of the sound, mid-frame, and the beginning of the next playing, aligned with your timestep) is probably audible, and there can be an additional delay to copy a lot of audio samples around, initialize stuff, etc.
If you have some kind of "queue" of buffer slices of audio data that are going to be played sequentially without gaps, you should be able to use your audio file as a circular buffer: when you reach the end, you schedule a piece from the end and a piece from the beginning, with the actual playback code seeing two pieces instead of one.
If, instead, you reproduce a sample from beginning to end, then when it ends you make a call to play it again, the time quantization from doing that inside your game loop (leaving some silence between the end of the sound, mid-frame, and the beginning of the next playing, aligned with your timestep) is probably audible, and there can be an additional delay to copy a lot of audio samples around, initialize stuff, etc.
Omae Wa Mou Shindeiru
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