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Editing Making sounds

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Most sounds in the original Quake are [https://en.wikipedia.org/wiki/Monaural mono] [https://en.wikipedia.org/wiki/WAV WAV files] with a sample rate of 11025 Hz and a bit depth of 8. This is usually referred to as "11kHz 8-bit mono". You can use other sample rates, but they may be resampled to 11kHz depending on the end-user's engine and configuration.
 
Most sounds in the original Quake are [https://en.wikipedia.org/wiki/Monaural mono] [https://en.wikipedia.org/wiki/WAV WAV files] with a sample rate of 11025 Hz and a bit depth of 8. This is usually referred to as "11kHz 8-bit mono". You can use other sample rates, but they may be resampled to 11kHz depending on the end-user's engine and configuration.
  
All engines load WAVs as 16bit, unless the user sets the [[loadas8bit]] cvar (which basically exists only for running in DOS with only 8MB RAM, something that's generally not gonna happen nowadays...).
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All engines load WAVs as 16bit, unless the user sets the [loadas8bit] cvar (which basically exists only for running in DOS with only 8MB RAM, something that's generally not gonna happen nowadays...).
  
 
==Looping Sounds==
 
==Looping Sounds==
 
Looping sounds can be created in the Quake engine by adding a cue point at the start of the WAV file, for example with [https://loopauditioneer.sourceforge.io/ LoopAuditioner].
 
Looping sounds can be created in the Quake engine by adding a cue point at the start of the WAV file, for example with [https://loopauditioneer.sourceforge.io/ LoopAuditioner].
  
Engines that support Vorbis or other formats for non-music sounds also usually make the [[ambientsound]] builtin force looping (from the start of the file, when there's no explicit cue point set).
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Engines that support Vorbis or other formats for non-music sounds also usually make the [ambientsound] builtin force looping (from the start of the file, when there's no explicit cue point set).

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