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Importing sound

A topic by Svantlas created Aug 14, 2023 Views: 310 Replies: 9
Viewing posts 1 to 4
(1 edit)

Hello again! I have a question: How do you import sounds into the native program? I can't seem to find the information anywhere.

Developer(+1)

First, ensure your sound is in the .WAV file format. Individual sound clips are limited to 10 seconds, and longer audio will be truncated during import. Decker includes a rudimentary audio recorder and editor, but if you need to perform elaborate editing I recommend using an external program like Audacity to prepare your sounds.

You can then import a sound by choosing "File -> Sounds" from the menu, clicking "New..." and then, with the Audio Editor dialog open, choosing "File -> Import Sound..."

Alternatively, you can drag-and-drop the .WAV file onto the Decker window itself, which will automatically create a new sound and import it.

Thanks!

Is there any kind of audio format that would allow the sound to be a little less "glitched"? I don't want to hear the basic file at all, and I'm totally fine with the audio being a bit degraded, but a bit like dithering to preserve the detail of certain images perhaps there are tips for audio?

(+1)

One thing I've done with sound has been using Audacity to convert to mono, increase the volume, and apply some dynamic compression before importing into Decker. It helps a bit since the 8-bit sound of Decker has a much higher noise floor than normal 16-bit audio.

I haven't tried it but since the Decker audio is 8khz sample rate, it may also help using Audacity to downsample to this rate before importing as maybe it does a better job than Decker's built-in functions.

Inherently it's going to sound kinda fuzzy/degraded though since that's the nature of 8khz 8-bit audio as compared to like 44.1khz 16-bit audio.

thanks !! It will helps !! 

And if I wanted to play several 10-second sounds in a row (so as to be able to play a complete song), is there any way of asking Decker to play the files one after the other? 

(3 edits) (+2)

In a script you could put the "play" commands for each sound one after the other with "sleep[play]" in between but this does have the downside of tying up the deck i.e. not super useful for background music. But I'm looking at the sound.deck in the examples and I think you may be able to get something working like this using the "on loop" event - it looks like you can pass in the next sound to play in the loop so that could be used to string together a series of sounds. I think.

Yeah, I managed to play a full song with the sleep[play] tricks , but indeed I can't interact with anything during the song...

With the loop settings, it only plays randomly, I can't figure out how to play the part one after the other. When I touch the code and remove "loop" it plays all sounds at the same time ^.^

I'll keep on trying stuff and keep you updated. 

Did you suceed to play something as you wanted ?