Hory Posted May 24, 2005 Share Posted May 24, 2005 capa and emeyekayiee I found the solution to the volume problem, it seems the ditty importer must use a different bitrate or sample rate or something because when I pasted together two names for a created player - "Jared Weaver" I had the same problem as you with the volume of the name being much too quiet when I re-imported from wav to asf. But I used sx.exe from the other thread with this command sx -sndstream -.asf filename.wav and the resulting asf-dat file worked perfectly matching the volume of the rest of the pbp commentary Link to comment Share on other sites More sharing options...
emeyekayiee Posted May 24, 2005 Share Posted May 24, 2005 I used sx.exe from the other thread with this command sx -sndstream -.asf filename.wav and the resulting asf-dat file worked perfectly matching the volume of the rest of the pbp commentary great! i posted the same question on the other thread, asking if there is a command line to convert the wav files back to asf great job hory! again, YOU THE MAN! Link to comment Share on other sites More sharing options...
capa Posted May 24, 2005 Share Posted May 24, 2005 capa and emeyekayiee I found the solution to the volume problem, it seems the ditty importer must use a different bitrate or sample rate or something because when I pasted together two names for a created player - "Jared Weaver" I had the same problem as you with the volume of the name being much too quiet when I re-imported from wav to asf. But I used sx.exe from the other thread with this command sx -sndstream -.asf filename.wav and the resulting asf-dat file worked perfectly matching the volume of the rest of the pbp commentary Question - do you still need to run DittyImporter against the wav file or can you simply run sx.exe against the wav to create the asf...and then rename to a dat for inclusion in the game? C Link to comment Share on other sites More sharing options...
Tony3 Posted May 24, 2005 Author Share Posted May 24, 2005 I must say you don't have to use DittyImporter if you'r interested in name audio only. get sx.exe and try it. :wink: Link to comment Share on other sites More sharing options...
krawhitham Posted May 29, 2005 Share Posted May 29, 2005 question ok I take a sound file xxxx.dat and convert it to a wav file (sx -wave xxxx.dat -.wav) the dat file was 13k is size the new wave is 148k in size I then take the new wave and convert it back to a asf file the new asf is 40k in size (sx -sndstream -.asf filename.wav) why is the file now 40k when the orginal was 13k what am I missing Link to comment Share on other sites More sharing options...
emeyekayiee Posted May 29, 2005 Share Posted May 29, 2005 should still work as a 40kb file. my edited dat ended up being 54kb, and still worked. Link to comment Share on other sites More sharing options...
Hory Posted May 30, 2005 Share Posted May 30, 2005 I think we need another command to change the samplerate or bitrate of the created wav -> asf/dat to match those of the rest of the game, just I have no idea what that bitrate is.. but I've had no problems so far with any "oversized" dats/asf so far yet though Link to comment Share on other sites More sharing options...
Tony3 Posted June 1, 2005 Author Share Posted June 1, 2005 Test Audio Part II is uploaded here: http://www.mvpmods.com/Downloads/details/id=1970.html This file is for some players extracted from MVP'04. Enjoy :wink: Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.