Announcement

Collapse
No announcement yet.

converting sounds to quake1 (i think its the frequency)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • converting sounds to quake1 (i think its the frequency)

    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

  • #2
    needs to be a non-stereo .wav file, get audacity for the job

    Comment


    • #3
      thanks man

      Comment


      • #4
        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


        • #5
          http://audacity.sourceforge.net/download/
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

          Comment


          • #6
            Actually, Quake sounds must be 8-bits, 11025 Hz, mono mode...
            What Does Not Kill You, Makes You Stronger

            Comment


            • #7
              I just converted a full mp3 at full quality to wav and set it to mono 1 in xilisoft video converter. IT WORKED! i just replaced the wav with the shotgun's guncock.wav and it ran great! Works same with audacity

              Comment


              • #8
                Not necessarily 11025; some of the sounds that are packaged with Quake are 22050.
                IT LIVES! http://directq.blogspot.com/

                Comment


                • #9
                  =================
                  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


                  • #10
                    reminds me of the Brass Monkey song by the BeastieBoys Dallas

                    Comment


                    • #11
                      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


                      • #12
                        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
                        Quake 1 Singleplayer Maps and Mods

                        Comment


                        • #13
                          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.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #14
                            even then, with most modern engines..you can make the sounds run through 44z


                            PLAY QUAKE DODGEBALL!

                            http://www.moddb.com/mods/quake-dodgeball

                            Trickle's VWeps

                            Comment


                            • #15
                              OK, then I'm almost deaf.........
                              What Does Not Kill You, Makes You Stronger

                              Comment

                              Working...
                              X