ambient_generic doesn't work with adpcm compressed .wav?

Mar 2, 2018
124
4
I've compressed a wav file using this with the default settings (3) and added cues with GoldWave to loop it and it doesn't work with both ambient_generic and the play console command.
Is it not possible to compress custom audio for use in maps?
Edit: Also the audio file works fine with vlc media player.
Edit2: Also I've tried using the play everywhere and is not looped flags to see if the problem was the looping itself.
Edit3: Uncompressed wav works fine but is 1.9 mb ;-;
 
Mar 2, 2018
124
4
this might help(?) also no errors in the compile log according to the interlopers checker.
tmuna_e is the compressed one of course.
 

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Mar 23, 2013
1,013
347
Afaik the only way to compress .wav files is to reduce the sample rate. Usually they are at 44100Hz, but you could use 22050Hz or 11025Hz, though at 11025Hz you have so much audio-aliasing that it sounds like an old radio, so I recommend 22050Hz.

The only alternative to that is using an mp3 file, however you can't loop those. But perhaps you can loop them in the file and set their quality to 112 kbit/s or 96 kbit/s. A somewhat lower quality might not be noticeable depending on where you play it.
 
Mar 2, 2018
124
4
The only way to compress .wav files is to reduce the sample rate. Usually they are at 44100Hz, but you could use 22050Hz or 11025Hz, thought at 11025 you have so much audio aliasing that it sounds like a old radio, so I recommend 22050Hz.

The only alternative to that is using an mp3 file, however you can't loop those. But perhaps you can loop them in the file and set their quality to 112 kbit/s or 96 kbit/s. A somewhat lower quality might not be noticeable depending on where you play it.
I thought any sample rate but 44100 won't work? well then that's a relief and yes I can't use mp3s for that reason exactly \: