It crashes to desktop when it tries to play this wave file of Zero slashing the Z-saber in Mega Man Zero. (placed in slot 30) In another slot it played just fine, but with garbage audio tagged on the end. (I think it was the secret SFX slot)
I ripped it using Visual Boy Advance and cropped it with GoldWave. The file will only be accessable during the daytime cause it's hosted on my PC. I'm trying to load the file from my E: partition when I import it. Running Windows 2000 on beta 12.9.
http://tgqc.zapto.org/mmzerosaber.wav
I tried resampling it from 44K to 22K, but it still crashed.I think it has to do with a wave length mismatch - it doesn't overwrite or insert the file properly, not checking the schematics of the NEW file, but using hardcoded schematics already present. My best guess is that when it writes the file, it doesn't discard the previous file, only overwriting what there is file there for. Or it tries forcibly loading the file in a space too big for it, but it doesn't have enough file to write, so it loads garbage data for the rest of the wave. And if the slot is too small, it winds up corrupting other areas in memory. And when Zquest tries reading the data within, it crashes.
Yes, I do know a bit about how computers handle data and problems that can arise from memory spaces. And yes, I can spout technobabble like the best of them XD
EDIT: And yes, I do know that I forgot to adjust the sound's volume, and it's incredibly quiet. Maximizing the volume of the .wav didn't help.
try changing the wav file from 16bit to 8bit?
That stopped the file from crashing in slot 30, but there's now garbage sound at the end of it. Most likely because the filesize shrunk enough for it to 'fit'.
record another wave and have it play longer and be 8-bit and see if it will crash slot 30... (thus making sure file size plays a role in the crash)
It needs to be set up like midis are, where you can set the length and choose to loop or not, there also needs to be screen flags so the sound can be used when and how it's needed, and triggered when and how the designer intends, like secrets trigger sound.
Also if these are wav, we need to be able to use mp3 as well, since the filesize is so much smaller and the sound about as good.
Bug has not, I repeat, NOT, been fixed in 12.9.1. It still crashes when I play it.
When you go to the "SFX Data" and load a .wav file, then try to listen to it by clicking "play", ZQuest crashes depending on the .wav file. When playing, ZC also crashes when a custom SFX is played. 😞
So what is wrong? Some .wav files do work but some don't. I tried to look for reported SFX bugs but I seem to be the only one with this problem. Maybe just something is wrong with the .waw files I am using. I dunno.
[strike]Duplicate[/strike], but since the bug is still around, I'll just bump that one and merge these, okay? (EDIT: URL fixed to .. nothing much.)
i can confirm this, i recorded a sound directly from an OoS rom to get teh special item hold. Put it in Zquest, it crashes, did it again without playing it, saved the quest, went into ZC, and then a whole lot of jibberish was after the sound. It shouldn't matter what "bit" the sound is, as long as it is a real .wav file and not an midi saved as a .wav.
This is another stereo wav crashes Zelda Thread.
I haven't tried one in ages, do the stereo wavs still crash?
I've moved a bunch of these threads out, I'll leave this one for the devs to make a ruling on.
If you guys want me to check and see if it still crashes let me know.
I think I remember someone saying it was an allegro problem that can't be dealt with?
Simple solution folks is use mono wav sound files.
I fixed stereo sounds a while back. Dead bug unless someone has contradicting evidence.