MP3's don't play Created 11 years ago2013-02-16 02:01:13 UTC by HellFire2345 HellFire2345

Created 11 years ago2013-02-16 02:01:13 UTC by HellFire2345 HellFire2345

Posted 11 years ago2013-02-16 02:01:13 UTC Post #312638
I have a trigger_once and a trigger_cdaudio, everything works and in the console with -dev on, it says that it successfully starts, but I don't hear it. I did exactly what valve did in c1a0d to play the suit song and it doesn't play. Any ideas?
Posted 11 years ago2013-02-16 06:01:12 UTC Post #312640
If the map isn't single player, MP3 wont work. (Afaik)
Stojke StojkeUnreal
Posted 11 years ago2013-02-16 18:15:00 UTC Post #312649
What are you testing this on?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-02-16 18:46:21 UTC Post #312650
What are you testing this on?
What do you mean? It's a starting map in a mod I'm making called Lucid for Half-Life 1, if it's important - I've done everything valve did in c1a0d to play the audio and it still doesn't work

also this is singleplayer
Posted 11 years ago2013-02-16 22:00:46 UTC Post #312657
it works even in mp but sometimes it just doesnt. Never figured out why. mp3volume 0? check the entities again... Also check in VHE map>map properties>CD track to play, see whats in Valves maps
Posted 11 years ago2013-02-18 02:52:48 UTC Post #312676
I guess if you install game to other location and try it out it should be ok, because I did the same thing before never worked whatever I did so sometimes you should reinstall the game (maybe its about registry for folder paths, I don't know)..
Posted 11 years ago2013-02-18 09:02:39 UTC Post #312679
Just use ambient_generic!
Posted 11 years ago2013-02-18 10:47:24 UTC Post #312681
but mp3 better quality :( not sure actually..
Posted 11 years ago2013-02-18 11:38:58 UTC Post #312682
HellFire2345:
Are you trying to play Half-Life track, or any custom mp3?

If it's a custom mp3 with custom name, try to rename it and replace any original Half-Life mp3 in the Media folder,then set this track for playing in your map.

Also check for mp3 tag in your mp3 and delete it if presented, it can help.

Or try to implement support for fmod.dll in your mod for better using of mp3s.
Posted 11 years ago2013-02-18 12:48:01 UTC Post #312683
You can try pitching down a song in an editor and then equally pitching it up in ambient_generic. Never tried this, but this could even give you lossless CD quality :) However, no stereo :( Oh, and forget this cuz the song would probably weight 50MB ^^
Posted 11 years ago2013-02-18 17:04:55 UTC Post #312688
Why would you even want to change its pitch twice, in opposite directions? That would just reduce overall quality and waste cpu cycles in processing it...
Posted 11 years ago2013-02-18 22:36:41 UTC Post #312689
Cuz u are too dumb, fella

See, HL can only play 22khz .wav, and not sure if 8 or 16 bit, if u pitch it up 2x, u have 44khz, which is CD quality, and mp3s are 44khz... 22khz is not enough for decent music playback. But as I said, these songs would weight more than the mod itself

edit. oh, dont listen to me idiot. 22khz n 16bit can be enough (only that u wont have stereo, and will always hear it louder in 1 speaker[unless you put ambient_generic somewhere far up or down])
Posted 11 years ago2013-02-18 23:20:28 UTC Post #312697
You are assuming the game engine would resample it to 44kHz rather than maintaining it at 22kHz.
Posted 11 years ago2013-02-18 23:24:00 UTC Post #312698
I guess so, but I might be wroooong
Posted 11 years ago2013-02-19 00:50:51 UTC Post #312699
22K should be fine so long as the track is very bassy.
its only when your frequencies approach the 10Khz range that the nyquist rule comes into play and starts to distort the high range :-P
But you could always ship your mod on a CD and actually put audio on it.
Then it'll play music
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-02-19 00:51:15 UTC Post #312700
I seem to have double clicked :(
Tetsu0 Tetsu0Positive Chaos
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