Sticking Audio

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Trestkon
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Sticking Audio

Post by Trestkon »

This error with the sticking audio is getting highly annoying. The latest one in DTFemaleB, with ALL her lines sticking! Is there any chance that you (Shane and Nick) might be able to identify what exactly the error means?

Code: Select all

Log: **** DConversation::GetSoundLength() - WARNING!  Invalid sound file format!
Then maybe we can prevent it from happening in the first place.
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Post by Jonas »

And just to be clear, the problem has previously been solved by re-converting the files into the exact same format (apparently), which is 22KHz 48kbps mono MP3. Apparently Deus Ex can tell some difference that we can't - and that our sound techs can't either >_<

The problem is - aside from the fact that it's a huge amount of extra work - that the audio sounds slightly muffled after being re-converted.
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Post by that guy »

I'm not really familiar with the error but...

If you're converting it into exactly the same format why is it getting more muffled?
If deus ex can tell the difference then the files must be different in some way. Has anyone done a binary compare on the before and after?
I propose backing up a DTFemale line (possibly the whole package to be sure) then fixing it by the method you describe and seeing if the files are indeed the same. If they're not, I'd suggest that someones audio converter doesn't perfectly match the format expected by deus ex. It wouldn't be the first time that the game crashes and burns at the sight of something slightly unexpected.
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Post by Jonas »

For future documentation, the problem is that DX can't cope with ID tags on MP3 files. Removing the tags solves the sticking problem.
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Post by Trestkon »

...and there was much rejoicing.

yaaaay!
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Post by Trestkon »

I can't remember what we did with DTFemaleB, are they currently muffled by re-conversion?
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Post by Jonas »

No you never got around to committing them, so I just removed the ID tags :)
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Post by Trestkon »

\o/
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