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SCI Programming => SCI Development Tools => Topic started by: ZvikaZ on July 29, 2022, 05:45:30 AM
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Hi.
I'm working on my 'sounder' tool, and want to check my support for SCI1+ .snd digital channel.
(note, I'm talking about digital *channel*, not digital *track*, see https://github.com/icefallgames/SCICompanion/blob/f1a603b48b1aa7abf94f78574a8f69a653e2ca62/SCICompanionLib/Src/Resources/Sound.cpp#L1553 (https://github.com/icefallgames/SCICompanion/blob/f1a603b48b1aa7abf94f78574a8f69a653e2ca62/SCICompanionLib/Src/Resources/Sound.cpp#L1553))
I've searched all of SQ6, and couldn't find one (or maybe I'm having some mistake in my search...)
If anyone can refer me to such sound file in some game, it'd be great.
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I'm not sure what the difference between a digital track and channel would be.
All I know is that later games (SCI11 and higher) use Audio resources to do non-speech digital sound effects, that may match IDs with Sound resources. That may be why you couldn't find anything in SQ6's sounds, all its digital effects would be in another resource type entirely.
In earlier games, these digital sounds are part of of the audio resource itself, like in the provided EcoQuest (disk ver.) example (*chomp* OUCH!). That's all I know.
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You don't mean a PCM embedded in a SOUND/SND resource do you? AKA the SQ3 "Where am I?" That ended by the time that AUD became a separate resource from the SND. Digital sounds in SCI games were done a number of different ways from AUD to WAV to CDA to Audio36, etc.
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This brings to mind that one tool we're still missing is something that amends a PCM audio sample to a SCI1.0 sound resource. NRS made one for SCI0 sounds, but that obviously doesn't help with SCI1.0.
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That has occurred to me, too, but are there any SCI1.0 games with a PCM sound embedded one of its sound resources?
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I'm not sure what the difference between a digital track and channel would be.
All I know is that later games (SCI11 and higher) use Audio resources to do non-speech digital sound effects, that may match IDs with Sound resources. That may be why you couldn't find anything in SQ6's sounds, all its digital effects would be in another resource type entirely.
In earlier games, these digital sounds are part of of the audio resource itself, like in the provided EcoQuest (disk ver.) example (*chomp* OUCH!). That's all I know.
Yes, indeed, that's exactly the file I was looking for, thanks.
Regarding digital track vs digital channel - I will explain in the sci1 snd spec I promised to write...
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You don't mean a PCM embedded in a SOUND/SND resource do you? AKA the SQ3 "Where am I?" That ended by the time that AUD became a separate resource from the SND. Digital sounds in SCI games were done a number of different ways from AUD to WAV to CDA to Audio36, etc.
I mean exactly that.
SQ3 is SCI0, I'm looking for SCI1.
It has support for it (apparently, in early versions), as demonstrated by Kawa's file aforementioned.
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This brings to mind that one tool we're still missing is something that amends a PCM audio sample to a SCI1.0 sound resource. NRS made one for SCI0 sounds, but that obviously doesn't help with SCI1.0.
Well, soon we'll have such a tool ;)
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That has occurred to me, too, but are there any SCI1.0 games with a PCM sound embedded one of its sound resources?
Well, at least Eco Quest 1 has it.
It's interesting to check whether there are others as well.
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You can start by going through the list of SCI1 games. I would be looking more at the early SCI1 games. http://sciwiki.sierrahelp.com//index.php?title=Sierra_Release_List#SCI1_.28early.29
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That has occurred to me, too, but are there any SCI1.0 games with a PCM sound embedded one of its sound resources?
Sure. Any SCI1.0 game with digital sounds. Like SQ1VGA, LSL1VGA, PQ3, and Longbow for example.
Well, soon we'll have such a tool ;)
Woo!