Hey everyone! I am making spawn of the dead, and I don't know how to get sounds into the quake sounds. I think the frequency is it cause it says 44 khz on a sound, then in the quake folder it is 22! how can i convert? is there a program? thanks in advance
Announcement
Collapse
No announcement yet.
converting sounds to quake1 (i think its the frequency)
Collapse
X
-
Yes, Audacity is simply amazing.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Comment
-
-
Not necessarily 11025; some of the sounds that are packaged with Quake are 22050.IT LIVES! http://directq.blogspot.com/
Comment
-
=================
Hope this brings a smile to ya face...
I did this mod about 10 years ago...never looked back.
I know it's juvenile but the original sound was giving me the er...shits
Also, in case ya didn't know...when you connect to a server...
ALL the players adopt the sound...which sure helps make you take the game less serious.
=================Last edited by Dallas; 06-17-2009, 10:40 PM.
Comment
-
Not necessarily 11025; some of the sounds that are packaged with Quake are 22050.
Well, I would say yes and now: sometimes it does not generate some fucking buzzy sound, some other times it can... Typically, I tend to use the safiest way to go: 11kHz, mono, 8 bit.. then I'm sure it will work in anyway..
BTW, human hear cannot makes the difference between 22kHz and 11kHz sampling rate sounds... also, downsampling sounds to 11kHz also requires less memory space (half the sample to store !)
Anyway, there's always a solution
What Does Not Kill You, Makes You Stronger
Comment
-
Oh, humans can hear a difference between those frequencies.
The site seems unavailable for me, but here are some of Quake's sounds in 22KHz The page cannot be found
Comment
-
Most definitely 11kHz and 22kHz sound different.
If you downsample something to 11kHz, it will sound WAY worse. Like *woof woof* as compared to BLAM BLAM. You'll mostly lose all the high end, and the sound will be turned to mush. Quake's original sounds sound really bad. Not because they're bad samples (the samples are really good) but because of the low quality. (However, if you upsample the woof to 22 or 44kHz, it'll still sound bad because the lost parts aren't regenerated - they're lost forever). This is why the resampled Quake sounds (that 44 kHz replacement pack) still sound pretty bad. The only good replacement pack is Mindgrid's, which uses the original high quality sounds. Fun thing: Many people think they sound worse than their 11kHz versions, because that's what they're used to :-/
It's similar to food. When you're used to eating stuff uncooked, without salt, and without spices, normal food will make you choke and you'll demand your old food back.
It's also comparable to model interpolation. There are people who think the original animations look better - which is of course wrong.
Quake 2's sounds are 22kHz and they're way better than Quake's (again not the samples themselves, but the fidelity). They're still not up to recent games in quality though.
Including different sample rate sounds introduces other problems though - it sounds really bad when your engine is running at 44100 Hz but has to upsample some 11kHz sounds at runtime.
Comment
-
even then, with most modern engines..you can make the sounds run through 44z
Comment


Comment