Mirc Sound

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Bertoldo Beyer

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Aug 3, 2024, 5:52:05 PM8/3/24
to tonlasilqui

MIRC contributed fifty-four newsreels from the large archive of early sound footage in the Fox Movietone News collection. The first company to incorporate sound into its newsreels, Fox Movietone utilized an unusual recording system that created variable density optical sound tracks on the same strip of film that captured the corresponding images. This system ensured the original sound and images would remain paired together, over eight decades later.

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University Libraries provides access to its collections as an unaltered, historical record. Some collection materials include images or words that are offensive. We do not support or condone these harmful ideas, and we embrace a culture that prioritizes diversity and inclusion. We make these items available because they are critically important resources for education and research, while acknowledging their impact on various peoples and groups.

Please remember that not all of these sounds are G-rated so be careful when playing them
on the Toontowncentral irc channel.
Download these files and extract them into your MIRC Sounds directory.


I have tried AEO Light V 3 on some sample dpx sequence downloaded from -test-files/
My result had a loud Hum associated with it. What may have caused it. Anyone with experience with AEO please share their wisdom.
Thanks.
NEH183trim2 00001 1 - YouTube

While not satisfactory, a workaround can be made. I extracted the audio and played around with Noise Reduction in Audacity- take a noise profile when there are no dialogues, and then apply that to the entire clip. You can make out some added distortion in the dialogue- perhaps playing with the parameters may help.

I have contacted Dr. Greg Wilsbacher of the AEO Project. He advised me the problem was with my Audio selection. The sample footage was not stable and it sways sideways. Even with that I have managed to get a much cleaner track. I think when the footage is stabilized, the sound track should improve further.
Thanks Dr. Greg Wilsbacher, Thanks AEO team.

Another example -
I decomposed super 8 into frames and extracted the sound using the AEO-Light v1.1 program.
The displacement of the audio track relative to the frame according to the accepted standard is -18 frames.
This must be taken into account in the settings of the AEO-Light v1.1 program.

There are two tutorials on YouTube made by Dr. Greg (or someone) from the University of South Carolina. They are excellent visual tutorials and will help you understand everything you need to know about the app.

4/18/2007: I have no idea if the following information applies to the newest versions of mIRC, but I would think that it would unless they've really changed things around. Man, this information is ooooold. Windows 95 days, LOL. Oh well..

  1. Sound Card Setup Right?
  2. Setting up mIRC to play Sounds
  3. How do I play a sound to the channel?
  4. Auto grab/send scripts
Is your Sound Card Setup Right?Okay, before anything else, make sure your Sound Card, Sound Card drivers , and the Sound Card mixer are configured correctly to play MIDI files (and WAV files for that matter). To check this, launch the Windows Media Player which can be found with the Accessories Group of Windows 3.X and under Programs -> Accessories -> Multimedia in Windows 95. Click on the Device menu. You should see both Sound and MIDI Sequencer listed here (among other items probably). If either one is missing, contact your Sound Card Manufacturer. If the Windows Media Player can't play it, then nothing in Windows will be able to.

If they are there, select each one and try to play a .WAV file when you select Sound and a .MID file when you select MIDI Sequencer (you should have some of these files in your C:\WINDOWS or C:\WINDOWS\MEDIA directory). You press the far-left triangular button to play the file. If it looks like it's playing (slider is moving) but you don't hear anything, check the following:

Setting up mIRC 5.02 is a little bit easier as you do not have to work with a separate script file to achieve the same results. The following steps I can only guarantee with work with version 5.02, I have not looked at other versions as of yet.

Now then, these are my preferences. However, other people with mIRC probably won't respond to a !DCCSEND notice and will only respond to a request that is sent into the channel as !nick filename.mid. So, you might want to use the following events instead of the above:

Playing music in mIRC is really a very simple process, easily accomplished through the use of the /splay command. mIRC can also be enhanced by other sounds, not just songs, as well. Depending on how you want your own, custom mIRC experience to be, whether you are a newbie or an advanced scripter, sounds are often added to events in mIRC by some scripters. Creating games in mIRC is an advanced type of script where sounds can greatly enhance a user's experience.

In order for you to be able to play music or any other type of sound in mIRC, you must first enable sounds. Sounds can be enabled simply by going to the options dialog (Alt+O), then clicking on the 'Sounds' option in the left-hand side list, and then placing a check mark into the Enable Sounds. Below is a screenshot of the options window with the Enable Sounds option ticked.

Multiple file formats can be played at the same time. However, you cannot play multiple files, of the same format, at the same time. For instance, you can play a .wav file at the same time as an .mp3 file, but you cannot play a .wav file and another .wav file at the same time. The second .wav file will take precedence if you're not queuing the file: the first .wav file will be stopped and the second one then played. Make sure to keep in mind what has been said regarding the formats .mp3,.wma & .ogg; they are all treated the same with the /splay command, so only one of those types may play at a time.

After a sound file has finished playing, it will trigger an event. These events will not trigger for a file stopped with /splay stop or skipped with /splay skip commands, regardless of the switches/parameters used.

The Moving Image Research Center provides access and information services to an international community of film and television professionals, archivists, scholars, and researchers. The Library of Congress began collecting motion pictures in 1893 when Thomas Edison and his brilliant assistant W.K.L. Dickson deposited the Edison Kinetoscopic Records for copyright. However, because of the difficulty of safely storing the flammable nitrate film used at the time, the Library retained only the descriptive material relating to motion pictures. In 1942, recognizing the importance of motion pictures and the need to preserve them as a historical record, the Library began collecting the films themselves; from 1949 on these also included films made for television. Today the National Audio-Visual Conservation Center (NAVCC) holds approximately 1.9 million items and is responsible for the acquisition, cataloging and preservation of the Library's motion picture and television collections. The holdings complement the video recordings of the American Folklife Center, and the sound recordings served in the Recorded Sound Research Center.

Do yourself a favor. Do NOT run the original DOS version of DOOM on XP. Head on over to =2 and grab one of the many Windows "Source Ports". I recommend JDOOM using the DOOMSDAY engine... If you don't like the "frills", turn them off. If that port doesn't suit you, try the Legacy port or any of the others...


Witchaven? It is a Problem Child. It uses the BUILD engine which means you will have problems with running it on XP. The "Brute Force" fix for the audio bug (fixPopF) is only part of the trouble it has...

The setup program on mine repeatedly crashed. Apparently due to a runtime error. That means whomever coded the setup program did not account for faster processors. I was unable to patch it, therefore was unable to change my game configuration from it's original Windows98 setup (this may or may not have been updated with a re-release). Even getting it to run without audio, there is the VESA issue. Using NOLFB.COM with Geforce 2 should allow for VESA display modes (hopefully).

Unfortunately, after all that, I found WitchHaven to be completely unplayable. Delayed keyboard response, keys that would "stick", keys that refused to respond,...not good. Other than switching to DOS/Win9x, I know of no solution. That's one of the reasons I kept Windows98 when I installed XP and let it set up a Dual-Boot for me.

[Unfortunately, after all that, I found WitchHaven to be completely unplayable. Delayed keyboard response, keys that would "stick", keys that refused to respond,...not good. Other than switching to DOS/Win9x, I know of no solution. That's one of the reasons I kept Windows98 when I installed XP and let it set up a Dual-Boot for me.

Really i don't like the idea of installing and then booting to 98se when wanting to play oldgames (mirc's\icq's\httpd\ftpd\..) maybe i'll stop playing some games.. ?
Btw what causes this lag in keyboard response/stickykeys/refused response keys, it is common in doom also when i enable sound?
And i didn't have any problems with the setup program?..
Any ideas on how to slow pc? Airborne Ranger keeps speeding and quarantene also..
And anyone did manage to start Armored Fist over vdmsound?

I don't know. You have to treat each game as an operating system. They all work differently, even when they appear to be the same.

In the case of DOOM, the game uses a PoPF instruction that normally does not work on a NT Operating System (this is why audio doesn't work on Windows NT 4 and 2000). For XP they implemented a "work-around" that allows it play with audio...poorly. If you run setup for DOOM and choose "No Sound FX" and "No Music", you would see that it runs smoothly.

As for "Witchaven", I have no idea. It uses the BUILD engine like Duke3D, but the setup program is completely different and Duke3D didn't have the keyboard problem.
Witchaven

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