How to import .wav instead of .ogg

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Post » Thu Dec 01, 2011 2:39 am

Hello everybody,

I am trying to make a game with sound for iPad & Blackberry, however none of these devices play my .ogg & .m4a sounds. I am trying to modify the c2runtime and to include .wav or .mp3, but with no success.

I would love to see some of the next releases of C2 to include the option to use also .wav files (I know that for the .mp3 is quite difficult)

Any help is very much appreciated.

Thanks
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Post » Thu Dec 01, 2011 8:28 am

You can open the c2runtime.js, and with a text editor, replace the "ogg" string by an "mp3" string. Providing you have the mp3 files in the same folder (with you rogg file), and if the mp3 files ahave the same name (apart from the extension, naturaylly), the framework is going to load your mp3.
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Post » Thu Dec 01, 2011 1:06 pm

iPad should support .m4a, but it only plays one sound at a time. I think it also won't play anything unless it's a user-initiated event like touching the screen or pressing a button. We're hoping to find workarounds to some of these restrictions soon.

You really shouldn't use MP3 at all for anything in games - once you get 5000 downloads you owe MP3licensing.com $2500.
Scirra Founder
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Post » Fri Dec 02, 2011 12:31 am

Thank you very much for this info! Actually I learned about audiosprites and the concept seems quite interesting, so I will give it a try. About the MP3 I will really try to avoid them in games for such a severe license fee
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Post » Fri Dec 02, 2011 10:16 am

There's a free program called Format Factory. That converts one thing into another, I use it all the time. :)
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