Author Topic: Why exactly does stereo sound get a music datablock removed?  (Read 1312 times)

"Stereo sound detected on [music name].ogg- Removing datablock."

Could someone explain why a stereo sound would cause a music datablock to be removed?

You think a brick has 2 sides, it has to be mono, get Audacity. It seems to have the best converter and you can make good loops with it. Completely free.


That isn't what I meant lol

that loop itself is taking up the datablock. that datablock is then canceled out, meaning it wont load.

that loop itself is taking up the datablock. that datablock is then canceled out, meaning it wont load.
yeah, he's asking why Badspot doesn't allow stereo music

it doesn't remove itself on a dedicated

It's be pretty easy to rewrite createMusicDatablocks() and createGameModeMusicDatablocks() to remove this. But there's got to be a reason why stereo music is removed?

Doesn't stereo just cut off at the music bricks range instead of gradually decreasing in volume?

i'm assuming this is because stereo doesn't play well in a 3D sound application with the sound engine used since 3D sound is made by panning it around

Stereo track + 3d sound = really bad idea.

i thought it was because stereo has two sources (right and a left) and the music brick has only one, so thats why mono (just one, right and left combined) is used

i thought it was because stereo has two sources (right and a left) and the music brick has only one, so thats why mono (just one, right and left combined) is used
Well, think of it this way.
Stereo makes use of L and R speakers.
3d sound makes use of L and R speakers.

If you apply the same rules and try to use both, what happens when you look directly at the sound source? Does it just play normally? What happens if you look to the right, do you hear both tracks through the left side, or do you only hear the left side? etc.

Blockland doesnt know how2stereo. It works, but there is no reason to remove it simply because it cuts out when you are out of range instead of getting quieter. It's great for ambience, given a brick spans across the entire map with it's sound distance.

Stereo music wasnt designed for a 3D environments, its good for 2D music (like listening to your ipod or whatever) because its not in 3D and gives the illusion of it.

 The reason it cant be stereo is because it was designed for 2D music. Mono music is used because it works well in a 3D enviro, giving only 1 point of audio. In popular engines (like unity and UE4) the tracks are combined and what you hear is actually mono. Blockland doesn't do this because its not implemented (no to mention the engine is years old)

So no, you cannot use stereo tracks. Combine them or make only 1 track available.

Good for ingame music that you hear everywhere. Bad for normal sounds (ie gun shots), because it creates what we call Spatialization

Spatialization is basically making a sound feel like its to the left of you, right of you, or even above you. Creating sound in a 3D environment basically.

To summarize:
Stereo: Good for music (globally) or 2D Sounds.
Mono: Good for 3D sounds like a gun shot.

Combining both tracks automatically when creating audio datablocks would be nice.