A6M sounds
#10

Bee Wrote:The Il-2 game engine is designed to play wav files that are at a sample rate 11000. You have saved yours at 44100. More than four times what the game was designed for. You will loose sound quality because the game is struggling to play them and will not reproduce them correctly.

Thanks for bringing this to my attention, although i must say that i've done plenty of work to know that this is not entirely accurate.

I really only use two sample rates: 22.5khz for sounds that don't require a wide range. If i have an engine sound that has some good lows and really nice clarity on the treble end then i'll use the 44.1khz. For most sounds this is the choice because its the best quality, and i'm not sure where you got the 11.025khz from. That could be from an older version of the game when that sample rate was more common. If you look under your sound set up, you have the option to run it in 44.1khz.
For me, there is not much difference in performance here.

You have to give me the benefit of the doubt here, being that i'm a sound junky, and trying to fix an imperfection like a pop or crackle becomes top priority for me.

I've gone from 11.025khz all they way up to 44.1khz, and regardless of the sample rate, if the level is off, as in too loud, you get a pop or a crackle. This has been true for other games i've worked on. It also holds true for much of the music I've worked on. yes my CDs, are much louder, Big Grin but with in this sim, the game is more senstive to the layering of sounds, which could probably take an entire college course to describe.

It was also rumored that lower sampling rates ease CPU loads, but when i tried this i saw no change, not even one frame gained using a lower sampling rate. I don't know maybe i would have a slightly faster load time, but the difference was not visually apparent.

Sometimes the recordings are bad. If you have a recording that was originally done at 24 or 32 bits, and it has to get crushed down to 16 bits, your gonna hear some garble there. That's really a formatting issue though, as going from higher bits to smaller bits is cake, but the other way around its harder to maintain quality.

Where sampling rate might be an issue is with larger files. Online this might require different loads depending on the objects but I just don't see many samples that are long enough to be a danger of causing a crash. I haven't tried but i think you could use a sample up to a minute long at 44.1khz with no hassle. I see no use for a sample that long though.


This thing with the volume is my prerogative, and i don't expect everybody to follow suit. Most of my recordings are inline with this approach and so far i'm happy with these results. I know other people can't possibly hear what i've been hearing, so its just something that people might try through their own interest or form the cooperation of other sound modders.







Bill Big Grin
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 2 Guest(s)