Editing Sounds in Keen 1
- Paramultart
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Editing Sounds in Keen 1
Can't set up WDC. KeenFX is extremely hard to use and sluggish, with zero documentation... Any alternatives?
- Flyingmouse
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- Paramultart
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All that does is import/export sounds... I need an editor.Flyingmouse wrote:viewtopic.php?t=1388
- Flyingmouse
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- CommanderSpleen
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Well now! We have a chance to improve Keenwave. Any and all suggestions for improvements are appreciated (It's only a beta so far.) I would ask first:
* How is it annoying to set up? It shouldn't be much harder than modkeen.
* What can be done to make it easier to set up? How would people like it to set up?
* I take it people want an in-engine sound editor, something like KeenFx? That can be done, but *I* found that to be sluggish, so didn't implement it.
* If there is an in-engine sound editor, how would people like it to work? I'd set up l/r arrows to move u/d arrows to alter pitch of a sound segment and enter to play the sound, what do people think?
* How is it annoying to set up? It shouldn't be much harder than modkeen.
* What can be done to make it easier to set up? How would people like it to set up?
* I take it people want an in-engine sound editor, something like KeenFx? That can be done, but *I* found that to be sluggish, so didn't implement it.
* If there is an in-engine sound editor, how would people like it to work? I'd set up l/r arrows to move u/d arrows to alter pitch of a sound segment and enter to play the sound, what do people think?
- Paramultart
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Okay guys, I need help. The full release of Shmaynoria has been delayed since I have been having so many problems editing sounds in Keen 1.
I used the BMP method of importing sounds, and I cannot figure out how to make something completely quiet. (the annoying walking sounds)
Here's the patch I was using:
What am I doing wrong? :(
(Also, I modified the size of one of the sound file BMP's (don't remember which one, but I remember slightly stretching the BMP to make a longer sound file)... could this be attributed to any problems?)
I used the BMP method of importing sounds, and I cannot figure out how to make something completely quiet. (the annoying walking sounds)
Here's the patch I was using:
Code: Select all
#STFU
%patch $3A59 63 #Keen walking
%patch $3A88 63 #Keen blocked by wall
%patch $3D60 63 #Keen jumping blocked by wall
%patch $3FA4 63 #Keen pogoing blocked by wall
%patch $4816 63 #Keen/Tank shots hit walls
%patch $8BBF 63 #Game over
%patch $AC65 63 #Keen walking on map
(Also, I modified the size of one of the sound file BMP's (don't remember which one, but I remember slightly stretching the BMP to make a longer sound file)... could this be attributed to any problems?)
Sounds can be any length, stretch or squeeze them as you like. 'empty' sounds in Keen are actually a very short and quiet sound. There are two methods to quiet the sound completely. The first is a sound with no noise, for a bitmap this is a bitmap that is totally white. (Quiet for its entire duration.) The second method is to simply patch out the call to play_sound, which is always 3 bytes after the sound patch. You may prefer this option. The patches you want are as follows:
Hope this helps!
Code: Select all
#Stop the following sounds:
%patch $3A5C $90 $90 $90 #Keen walking
%patch $3A8B $90 $90 $90 #Keen blocked by wall
%patch $3D63 $90 $90 $90 #Keen jumping blocked by wall
%patch $3FA7 $90 $90 $90 #Keen pogoing blocked by wall
%patch $4819 $90 $90 $90 #Keen/Tank shots hit walls
- Paramultart
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3 bytes after the sound patch, eh?
So that's what I was doing wrong!
I guess that would make Map-Keen and Gameover this:
Thanks again, Levellass! :D
So that's what I was doing wrong!
I guess that would make Map-Keen and Gameover this:
Code: Select all
%patch $AC68 $90 $90 $90 #Keen on map
%patch $8BC2 $90 $90 $90 #Game Over
- Paramultart
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