Hi guys, i hope im doing the answer to the proper place...I started working on some sounds ( stock sounds are utterly awful, uberdowngraded and a lot of information is lost...) to add to PoTC last build mod.
So i started with thunder's, spend almost all the day creating 3 new thunder sounds, with a rich low end frequency zone (now thunders are thunders...) and the problem i faced is, after a lot of trial and error, ending at 16khz@16bits to match the 256kbps the rest of sounds has... it's when im playing in the middle of storm, a crash with an abnormal termination error occurs... system log's say this:
...\SOURCES\memory_service.cpp line 107
_X_NO_MEM
I read somewhere its about fragmentation memory, and space allocation or something like that , so i try to make the sample sounds exactly the same original game has (time and weight ?¿ in spanish we call for that name i hope you guys understand what i mean xd) but the error still there... if i replace with originals game works well... but hell thunders in vanilla are to "light"... i love to see my table runing free when a thunder happens...
So, what im missing?
Is 16khz what engine uses? or what is it? Is 16bits correct also? or i need 8 bit ( since i listen a lot of dither sound in other sample sounds....i thought it was bad recording but since i faced all those problems today... i also tried with 8 bit but also had crashes....)
My plans is reedo a lot of ugly sounds ingame but hell i spend the whole day for only 3 sounds to make it work, and are not working... if im stuck at the first ones...
Sorry my bad english xd i hope it's understandable.
If there is some .c files that handles the load of sounds im interested also,or to solve that _X_NO_MEM, because i would like to make thunders more larger... vanilla are to short. (i made a research but i dont see anything PROGRAM/sound folder also weather but nothing probably im miss some?)
So i started with thunder's, spend almost all the day creating 3 new thunder sounds, with a rich low end frequency zone (now thunders are thunders...) and the problem i faced is, after a lot of trial and error, ending at 16khz@16bits to match the 256kbps the rest of sounds has... it's when im playing in the middle of storm, a crash with an abnormal termination error occurs... system log's say this:
...\SOURCES\memory_service.cpp line 107
_X_NO_MEM
I read somewhere its about fragmentation memory, and space allocation or something like that , so i try to make the sample sounds exactly the same original game has (time and weight ?¿ in spanish we call for that name i hope you guys understand what i mean xd) but the error still there... if i replace with originals game works well... but hell thunders in vanilla are to "light"... i love to see my table runing free when a thunder happens...
So, what im missing?
Is 16khz what engine uses? or what is it? Is 16bits correct also? or i need 8 bit ( since i listen a lot of dither sound in other sample sounds....i thought it was bad recording but since i faced all those problems today... i also tried with 8 bit but also had crashes....)
My plans is reedo a lot of ugly sounds ingame but hell i spend the whole day for only 3 sounds to make it work, and are not working... if im stuck at the first ones...
Sorry my bad english xd i hope it's understandable.
If there is some .c files that handles the load of sounds im interested also,or to solve that _X_NO_MEM, because i would like to make thunders more larger... vanilla are to short. (i made a research but i dont see anything PROGRAM/sound folder also weather but nothing probably im miss some?)
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