Tue February 04 2003, 04:58 PM
MasuharaTunes
Does anyone know how to import music into Rune levels as ambient sounds? much fot
Tue February 04 2003, 05:16 PM
NuTT98If it's a .wav, do Browse SoundFX in the top right menu and import and the bottom. If it's not a wav you will have to convert it.
Tue February 04 2003, 05:45 PM
Masuharahmmm... whenever i import it it doesnt show up in the menu, any thoughts?
Tue February 04 2003, 06:20 PM
NuTT98The file must be in or within the Rune root. Not sure why that is, but it is.
You can create a new folder to keep imported sounds in. I tried that, works fine.
Also if this is for multiplayer, make sure you create a new package for custom sounds. I'm pretty sure that there will be compatibility issues if you integrate it in an existing uax.
Tue February 04 2003, 06:23 PM
NuTT98Oh, and to place sounds in the map you need to Browse classes and create a new ambient sound keypoint.
Go to Keypoint > Ambient Sound. This is in the Actor class.
Tue February 04 2003, 10:59 PM
Unter den Uebrigenquote:
Originally posted by Masuhara:
hmmm... whenever i import it it doesnt show up in the menu, any thoughts?
Couple things: what compression rate are you using? Last I checked Rune supported something real astringent, like only 8Khz Mono.  And two, what package are you importing it into? Make sure it's your own.
I don't think RuneEd gives you the heads up with a failed import, I think it simply doesn't work.
But check in the log just to be sure; sometimes there's valuable information in there.
Tue February 04 2003, 11:28 PM
NuTT98quote:
like only 8Khz Mono
Are you serious? I'm pretty sure it supports sample rates above 8Khz. On the other hand I do think it only supports mono, it doesn't have an internal downmixer.
http://www.sonicfoundry.com/ has this proggy, SoundForge.
You can remove one channel of audio from your stereo source, although I don't think that's a good idea cuz you will get gain imbalance. I'm pretty sure the program supports downmixing, it's been a while since I used it.