Echo sound effect fixed! solution...

AdamgoproAdamgopro Member Posts: 310
edited March 2013 in Working with GS (Mac)
every sound file in my game had an echo effect and is now fixed.

step 1 : download "smartConverter"

step 2 : drag your sound file into the box and convert as WAV Audio

step 3 : there is no step 3! its fixed :)

Comments

  • DanielDoeDanielDoe Member Posts: 307
    What about quality? and are you talking about ogg files inside GS project?
  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2013
    @Adamgopro

    @HoneyTribeStudios was still getting this issue with WAV files.
  • DanielDoeDanielDoe Member Posts: 307
    edited March 2013
    @Socks merging left and right stereo channel into mono works, but it's to much work to convert every file. And I mean source files not converted inside GS project.
  • AdamgoproAdamgopro Member Posts: 310
    @socks forgot to mention I also had to delete all my current sounds in the game and re-upload in .wav for this to work tried both adhoc build and gs viewer works perfect now
  • basil81basil81 PRO Posts: 103
    edited March 2013
    @Adamgopro Is this something to do with the latest update?

    Edit: Nevermind, I see in another thread that is the case. Cheers.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @Socks Most of the sounds in my current project played as they should. Out of about 20 sounds only 1 had the doubling effect.

    Can't see any reason why that particular one would though, there doesn't seem to be anything different about it or how it is used compared to the others.
  • SocksSocks London, UK.Member Posts: 12,822
    @Socks Most of the sounds in my current project played as they should. Out of about 20 sounds only 1 had the doubling effect.

    Can't see any reason why that particular one would though, there doesn't seem to be anything different about it or how it is used compared to the others.
    Does it differ with regards to anything like sampling rate, word length, bit rate (etc) ?
  • SingleSparqSingleSparq Member Posts: 1,339
    Was this fix tested on the device? Creater viewer will seem fine but not on the device from what I tested.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited March 2013
    @Socks @SingleSparq

    I was testing on an ipad 1 using headphones.
    No, all sounds are 44.1 khz 16bit stereo wavs so the affected sound doesn't have any different settings. They are all short sounds of 1-2 seconds.

    The sound that is affected uses the internal pitch shifter in GS, but then some of the other sounds do too (which play normally). So that can't be it.

    They also all reference table data for volume and pitch , so that can't be the difference.

    The affected sound is in a non scrollable layer but I have other sounds that play normal
    on non scrollable a layer so that can't be it.

    No idea why one sound has a rapid double but others don't.

    But based on this and what @Adamgopro says, it sounds like using Wavs is the best option.

    As an aside, I find GS does a better job of auto converting wavs to ogg compared to when I was doing it in Audacity. As in smaller RAM usage (well, according to the dodgy iOS viewer!) with no loss significant of audio quality.
  • DanielDoeDanielDoe Member Posts: 307
    edited March 2013

    Does it differ with regards to anything like sampling rate, word length, bit rate (etc) ?
    It apears with the stereo source files. Files imported as mono doesn't have this problem. At least in my case.

  • SingleSparqSingleSparq Member Posts: 1,339
    edited March 2013
    @danieldoe no the first thing I tried was mono conversion, was fine in creator but not on devices. I'll give this fix a try and see.
  • SingleSparqSingleSparq Member Posts: 1,339
    Fix did not work on device:
    Used sound converter to create wave
    Added new named file
    Replaced out the sound call to my previous sound
    Ran on device
    Same echo

    The only pattern I see is that it's short files. Mine is a pop sound.
  • AdamgoproAdamgopro Member Posts: 310
    @singlesparq hmm well what i did was delete all the current sounds in my project before replacing them and I've tested it on iPhone 4s imac viewer adhoc build and ios viewer all fine now I'm not sure why your problem still persist they really need to fix this issue asap this is kinda a big problem.
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