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#81 |
Re: Remade music to be included?
I can't really tell about the non-expansion ending because I, like many others, have the Atomic version; furthermore I like to think that the HRP itself was designed for Atomic only because a few weeks ago I applied HRP to version 1.3D and it also introduced episode 4 "The Birth" in the New Game menu?! o.=.O;
About the music - the current theme is okay, it's just the "cheering" that seems out of place. And Gabbag sounds like it's missing that metal feel, plus it's kinda remix-ish. I'd say stick to the original song "structure". But I have mixed feelings about two different Grabbags, one at the start and one at the finish. *RESPONSE TO YOUR EDIT* Gotcha. ![]() *ALSO EDIT LOLZ* I can edit the song to make it match when the end music is, but I don't know how well the OGG engine loops the song. I'm concerned that because the song will have to loop during a pretty much "alive" part it could cause an annoying short pause.
Last edited by Searinox; 09-26-2007 at 07:29 AM.
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#82 | |
Re: Remade music to be included?
Quote:
And it doesn't build because the makefile is corrupted or something. I downloaded it from svn or cvs IIRC.
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You're master of no shadows! -- Steve Duke Nukem Forever! [My website | Public Commander Keen Forum | The Commander Keen Wiki] |
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#83 |
Re: Remade music to be included?
I have finished v1.02 of the music pack. Changes:
+ "Gabbag" added as Ep.4 ending music + "Barmusic" and "2Bwild" edited for optimized loopback A current problem with Hunter_rus's mod is that any voc music replacement is played back with tuned-down volume (while concerned OGGs have acceptable volume). This is one of the issues that should be changed in future versions of the mod.
Last edited by NightFright; 09-26-2007 at 08:09 AM.
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#84 | |
Re: Remade music to be included?
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#85 |
Re: Remade music to be included?
Yeah, basically all voc music is concerned: E1L2 bar music, E3L1 bar music, endlevel music, endgame music. I bet if you replaced any normal sounds like screams or so, they would be tuned down as well. Right now, only MIDI music has full volume.
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#86 |
Re: Remade music to be included?
Here is a new snapshot.
1. Fixed muted sound(looping 2D sound). 2. There are many methods of upsampling. I'm using llibsamplerate.dll for now to choose the better method. I think method 3 is optimal but I'm not sure. You can select the method via the console "snd_upsampling N" or by editing .CFG(Upsampling=3). N=0,1,2,3,4,5. 0 - the slowest. 4 - the fastest. 5 - no upsampling. |
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#87 |
Re: Remade music to be included?
EEEEEEEEEXCELLENT! Finally the first version with no (obvious) flaws. Sound is as good as with old EDuke32. Regarding low volume voc music: It got better, but it could still need some more volume.
Last edited by NightFright; 09-27-2007 at 02:47 PM.
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#88 |
Re: Remade music to be included?
Great work, Hunter!
@NightFright - About low volume of voc - just reduce volume of music. |
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#89 |
Re: Remade music to be included?
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#90 |
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Re: Remade music to be included?
Great work Hunter!
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#91 |
Re: Remade music to be included?
I am considering replacing "Gotham" and "Waterworld" with Bart Klepka's remixes, but I guess the soundtrack will lose its consistency, then, with different remix styles. I'd rather have the whole soundtrack made by a single person. I already made an exception with PeteB's "Stalker".
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#92 | |
Re: Remade music to be included?
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#93 |
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Woah, I'm going to have to try this out.
![]() And I don't know if this helps at all, but here is a list of all sounds used in the game. If anybody wants to use it for reference... http://members.shaw.ca/k_saunders/sndtags.txt I snagged it from here and re-hosted it, so you don't have to log into fileplanet to download it. It doesn't list any of the midi tracks though, only all the voc files used in the game.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#94 |
Re: Remade music to be included?
Note that current music pack does no longer include latest mod executable.
Go here for latest version: http://forums.3drealms.com/vb/showpo...1&postcount=86 |
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#95 |
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I got it working with the music pack from nightfright's site, and it sounds good. Though I did replace grabbag with this rendition of it: from here (I converted it to an .ogg with audacity). Shame vertexguy doesn't have a version of it without the Duke voice overs, but oh well.
Good work though, Hunter.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#96 |
Re: Remade music to be included?
You're right Hunter. It works, and sounds best on 3. More upsampling than that and the sound's too stuffy and the game starts lagging.
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#97 |
Re: Remade music to be included?
Maybe someone could petition George/Lee into giving us the rights to use the red book audio Grabbag (in the
![]() Also, how would editing this so that it is compatible with the official add-ons work? Perhaps Hunter_rus should add an undefmusic\undefsound (perhaps combination) DEF command, or the other way would be to totally replace the music DEFs. In the (distant?) future, are you considering adding support for formats such as FLAC, or should we wait for JFAud? As for MP3 support, can someone create a guide for a batch MP3->OGG converter, preferably with command line options?
Last edited by Hendricks266; 09-29-2007 at 09:23 PM.
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#98 |
Re: Remade music to be included?
Quote:
Download GoldWave. It's freeware for as little as opening MP3s and saving them as OGGs. |
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#99 |
Re: Remade music to be included?
GoldWave can do that? One more thing on the long list of things it does.
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#100 |
Re: Remade music to be included?
I have been using Goldwave by myself to transcode some tracks into OGG.
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#101 |
Re: Remade music to be included?
I would like to add that Goldwave is God among Wave editors!
Oh, and I'm checking out this thing first thing tomorrow... not now, 'cause everyone's asleep here ![]()
__________________
Duke4.net - Duke's OTHER home. HeadbangersFM - The station that keeps your head banging! ------------- She's pretty, not "damn-she's-making-my-noodle-dance-samba"-pretty, but still very pretty... - Micki! |
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#102 |
Re: Remade music to be included?
I threw together a pack for... anyone,
I put that newer eduke32.exe in it, Resampled all the music to be smaller, doesn't sound any different to the larger files [to me anyways], Also included the OpenAL.dll that OpenAL installs so you dont need to install OpenAL [if you already did it doesn't matter] ![]() Took so long a whole 20 minutes of work XD ![]() Download Here 63.7MB Also if you need a file mirror i can put whatever up there at my site... |
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#103 |
Re: Remade music to be included?
Bassmod.dll isn't necessary. I scanned EDuke32's dependencies, it doesn't call for bassmod.
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#104 |
Re: Remade music to be included?
I know i checked that too, like i said in the readme it works without it but OpenAL installs it so added it just in case
![]() I really dont think it needs it apparently its used to play XM/IT/S3M/MOD/MTM/UMX sound files im sure none of those are used in duke so yeah it shouldn't need it, but i had an app before not even have a certain dll in its dependencies and the program didnt work at all without it ![]() So keep it, delete it, whatever but if OpenAL stops working mid-game dont yell at me if you need to download it again ![]() |
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#105 | |
Re: Remade music to be included?
Quote:
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#106 |
Re: Remade music to be included?
every time i use this eduke32 snapshot for music it always bails out before the game even starts... ive tried everything, ive deleated duke3d.cfg numerous times, made new cfgs disabled music, changed the video modes to all the ones supported both windowed and fullscreen and it keeps bailing out on me, i have openal32.dll, alut.dll, and llibsamplerate.dll in my folder and i have all the files i even moved the autoload folder so eduke32 couldent find it, and nothing works. could you plz try to find the problem =\ openal works with other programs as does opengl and many other drivers... but not duke. the logs always say:
Code:
... - Creating primary surface - Getting back buffer - Allocating offscreen buffer - Creating palette Checking music inits... Checking sound inits... Fatal Signal caught: SIGSEGV. Bailing out. Uninitialising DirectDraw... - Releasing palette - Releasing back-buffer surface - Releasing primary surface - Freeing offscreen buffer ... any help would be appreciated edit: nvm i guess i didnt diable sound, it works while i disable sound but duke sucks without sound ![]()
Last edited by Dopefish7590; 10-03-2007 at 08:37 PM.
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#107 |
Re: Remade music to be included?
Download latest OpenAL Installer for Windows from:
http://developer.creative.com/articl...&top=38&aid=46 If you install OpenAL with OpenAL Installer you don't have to do anything else. But if if you don't want to install OpenAL with OpenAL Installer then: Search & grab: OpenAL32.dll <-- "router" OpenAL library Maybe you also need: wrap_oal.dll <-- "wrapper" OpenAL library There are also other OpenAL library DLLs: ct_oal.dll <-- "native" Creative library nvopenal.dll <-- "native" NVIDIA library If you have one of them to your system folder copy it to your duke3d folder and rename it to OpenAL32.dll and see if it fixes your problem. You can find more info about the OpenAL library DLLs at: http://www.openal.org/windows_enumeration.html
Last edited by supergoofy; 10-04-2007 at 12:28 AM.
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#108 | |
Re: Remade music to be included?
Quote:
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#109 |
Re: Remade music to be included?
I used to mess around with OpenAL alot [on another open source game], and been messing with duke for a long time now, anyways i noticed there were 2 songs not needed cause of the changes from 1.1 to 1.2
1.1 had Sound { ID 95 file "highres/music/bar_music.ogg" } Sound { ID 168 file "highres/music/2bwild.ogg" } Sound { ID 249 file "highres/music/bonus_music.ogg" } 1.2 had Sound { ID 95 file "highres/music/barmusic.ogg" } Sound { ID 168 file "highres/music/2bwild.ogg" } Sound { ID 249 file "highres/music/bonus.ogg" } Sound { ID 288 file "highres/music/gabbag.ogg" } 1.2 added gabbag so i resampled gabbag, and when they switched names from 'bar_music.ogg' to 'barmusic.ogg' and 'bonus_music.ogg' to 'bonus.ogg' They forgot to delete 'bar_music.ogg' and 'bonus_music.ogg'... ![]() Sooo... deleted those 2 copies and resampled gabbag.ogg. Overall its not different in any way really except 4.7mb smaller ![]() Download Here 59 MB |
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#110 |
Re: Remade music to be included?
What you write is wrong. I did rename those files but they didn't get duplicated.
BTW it's time to celebrate. The music pack on my site has already been download exactly 200 times! OK, it's nothing compared to the HRP (1.620), HRP Update (916) or XXX-Pack (654 - you filthy guys!), but it's quite a good start. When OGG functionality becomes part of EDuke32 officially, we will probably merge the music pack with the existing HRP version. Since I do not know if the def code will be the same then, we'll keep waiting for a final word from JonoF, TerminX and/or Plagman.
Last edited by NightFright; 10-04-2007 at 06:38 AM.
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#111 | |
Re: Remade music to be included?
Quote:
![]() Total bandwidth for HRP 0709 : 143 Go 0708 : 172 Go 0707 : 211 Go 0706 : 254 Go 0705 : 501 Go |
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#112 |
Re: Remade music to be included?
Yaaay. Someone's ganna make good money with their site. Mwahahahaha, what ya didn't expect the XXX pack to have such appeal to the enthusiasts of such a sex-laden game? >XD
Last edited by Searinox; 10-05-2007 at 05:43 AM.
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#113 |
Re: Remade music to be included?
http://en.wikipedia.org/wiki/Duke_Nu...nd_other_ports
Read the last three sentences from "EDuke and other ports". I was bored, lol. So yeah umm... long live EDuke32! XD
Last edited by Searinox; 10-05-2007 at 08:00 AM.
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#114 |
Re: Remade music to be included?
Here is a new snapshot. Most changes are related stability and optimization.
I've been taking a long time. I have to admit I don't have much time to work on it. Nobody was asking the source code so I keep slowly work on it. Remember, it's GPL license(one can ask the source code and I will give it, then one can modify it). If nobody is going to work on it, then I keep working. But I can't make the all anyway(variable's names,Linux issues). The source code.(I use MinGW under Windows, and the upsampler) Here is the full to-do list: 1. [completeness]Complete support for VOC format(though, I think it has too bad quality:4 bit sound). Duke's VOCs are fully supported already. 2. [optimization]Streaming WAV. That will save memory. 3. Add reverb. 4. Clean up(rename variables, remove debug stuff,format the code,adjust fo Linux). Note 1: OGG is the only one format which is completely done. Note 2: The to-do list isn't for an end user because he/she/it won't see the difference under normal conditions. The most important for him/her/it is the stability. So I hope it is enough stable for adding to the official EDuke32. I'm waiting for opinion from coders(JonoF, TerminX, Plagman, etc). I'm using 3D sound and that may be the most debatable because it works other way(then original game does), also that makes trouble for implementing reverb effect which doesn't works in official EDuke32, though. |
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#115 |
Re: Remade music to be included?
mirrors
EDuke32_OpenAL5.rar http://rapidshare.com/files/60503973...enAL5.rar.html EDuke32_OpenAL5_source.rar http://rapidshare.com/files/60503974...ource.rar.html |
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#116 |
Re: Remade music to be included?
In terms of stability I've not had ANY problems with it so far. Would it possible to slipstream the LibSampleRate dll into EDuke32 so it doesn't need to stay sepparate?
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#117 |
Re: Remade music to be included?
Considering DLLs.
1. They can be placed to "C:\WINDOWS\system32\". Then they will be available from everywhere. 2. libsamplerate.dll. It could be linked to linked to EXE(static linking). But the sdk doesn't make static library by default. I think I can force to make it but it could be done for reason(for example, I am not allowed to link it statically). 3. Which DLLs are required? If you hear WAV,OGG,VOC, then you can be sure that you have the all DLLs you need. If you don't have DLL the EDuke32 may won't start at all or you get an error message. I hope "boiling out" won't appear during the initialization of OpenAL. BTW "boiling out" is pretty safe exit which prevent working when code or data are randomly corrupted by using uninitialized variables(OpenAL device variable). |
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#118 |
Re: Remade music to be included?
DLLs required: OpenAL.dll LibSampleRate.dll Without them the game will not run.
Both can be placed in the game folder and it works flawlessly. I was wondering if they could be put into the Eduke32.exe instead. Oh and Hunter, do you think you could tone down the verbosity on the EDuke console? It's reporting VOC-related activity five times a second.
Last edited by Searinox; 10-06-2007 at 07:50 AM.
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#119 |
Re: Remade music to be included?
Note that with OpenAL that unless you use my particular OpenAL32.dll you need wrap_oal.dll as well
![]() Not too hard to put them in the exe, as a matter of fact its been done here.
Last edited by Xavier; 10-07-2007 at 05:12 AM.
Reason: Added Eduke Link
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#120 | |
Re: Remade music to be included?
Quote:
Last edited by Searinox; 10-07-2007 at 07:49 AM.
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