Using *.wav files

Discussion and feedback on Construct 2

Post » Tue Jul 16, 2013 4:53 pm

As I currently understand, there is no way to use a wav file in Construct 2. Is this a feature that could possibly be implemented in the future (mainly if you're using node-webkit for you game)?

I ask this because music files don't really loop properly when using ogg, mp3, or any other format (other than aif) due to the track data - it creates a small yet noticeable gap between the loop.

Just curious.
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Post » Tue Jul 16, 2013 6:38 pm

You can import .wav inside C2, but since Wav is really heavy, C2 convert it, So, I don't think supporting wav is on the to do list
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Jul 17, 2013 12:52 am

Hm.. Okay, well I have an idea that I'm having trouble implementing. Since you cannot use Waves, I'm separating my tracks into 2 parts (part 1, and part 2). I'm then trying to set the following condtion:

IF Audio.Duration("Part 1") = 41 seconds

PLAY Part 2

No matter what I put receiving value at (even 1), it doesn't play. Can anyone think of another way to do this that will product the same exact result everytime?
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Post » Wed Jul 17, 2013 1:01 am

*UPDATE*

Okay I actually figured out a great way to do this. For those interested, this creates a SEAMLESS loop for your track. It does, however, take a little bit of finagling (hence the keyboard command).

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Post » Wed Jul 17, 2013 1:04 am

.ogg and .m4a loops still have seams in node-webkit? Agh, that sucks.
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Post » Wed Jul 17, 2013 1:35 am

Well, I think it's the fact that you cannot select which file type is to be played, so it automatically chooses mp3.
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