Simple solutions…

After the last Konoko Payne update I got a complaint about the Furies’ voices in the game. Apparently Oni plays all those samples 1.14 times faster, and the coefficient is stored somewhere in the binary raw file, probably as meta-data for the particular wav files. Since I only replay the wavefiles as-is in KP, they appear to be slower than the original. And fans complain.

And so I started thinking: hmmm, I would have to assign some more parameters to each sound file, update the parsing code, and… and…

…and then I realized it was bullshit. Don’t touch the script files or the parsing code: just change the damn pitch in Audacity or something for whatever files are used by Furies. End of story.

3 Responses to “Simple solutions…”



  1. ggn Says:

    Hehe, the simplest ideas are always the best :)

  2. John W. Ratcliff Says:

    Pierre,

    I’m thinking about using your sweep and prune implementation to manage spatial awareness for network traffic culling. Looking through the source code it doesn’t appear that you put any kind of license information in the code.

    What are the license terms for your source released here? LGPL, BSD?

    Thanks,

    John

  3. admin Says:

    John, there should be a “License.txt” somewhere in the zip file. Basically it’s BSD-style, as far as I can tell :)

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