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Old 09-22-2007, 11:36 PM   #41
Searinox

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Re: Remade music to be included?
At first I got no sound whatsoever and started typing a post which would include a log. Then I thought to look for, and install OpenAL. It worked. And it. is. AWESOME! You guys did an excellent job. From absolutely no sound back when I played it on my 486 8 years ago to the crackling sound and midis I experienced on Vista, into the full-blown hi-fi sound and music that you included today, I was ASTONISHED! Your work is simply amazing! Just one thing - the Grabbag is awesome, but could we get one without all those cheers in the background?

Aaaaaaaand here come the point oh bugs. XD

I've had instances of the music not starting up, in level 3 ep 4(shop-n-bag) It only happened once though. But everytime I go to level 5 ep 3(movie set) the music always fails; only plays for a moment then it dies. I think the multitude of sound effects at the beginning of the level are killing the music player. I've also had the music die in A51 when using the 2nd teleporter.
Last edited by Searinox; 09-23-2007 at 02:52 AM.
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Old 09-23-2007, 02:53 AM   #42
kaotic_oz

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Re: Remade music to be included?
I hate to mention it but the music "dies" on mine after quick-saving I can get it back on by looping the list back to the right song or turning music off then on in the Menu, other then that it seems to work great.
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Old 09-23-2007, 03:00 AM   #43
Hunter_rus

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Re: Remade music to be included?
@ kaotic_oz
I can't reproduce.
Show me a log.

@ NightFright
"briefing.ogg" works for me.
But here is a mistake.
Code:
Music { ID "E1L10" file "highres/music/watrwld1.ogg" }
Music { ID "E2L11" file "highres/music/snake1.ogg" }
Last edited by Hunter_rus; 09-23-2007 at 03:23 AM.
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Old 09-23-2007, 03:43 AM   #44
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Re: Remade music to be included?
I cannot download from mediafire.com. I'm using opera and all process freeze on phrase "Processing download request...".
Hunter_rus
Can you please upload snapshot to another host (rapid or any other)?

Or maybe (even better) NightFright may keep it on his site for everybody along with hrp stuff?
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Old 09-23-2007, 03:55 AM   #45
Hunter_rus

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Re: Remade music to be included?
I'm using Mozilla Firefox. It works for me(does most things work only for me?).
The latest snapshot is inside Music Pack.
Here is same snaphot at FileFactory. Work in progress, snapshot isn't stable yet.
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Old 09-23-2007, 05:03 AM   #46
kaotic_oz

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Re: Remade music to be included?
Quote:
Originally Posted by Hunter_rus View Post
@ kaotic_oz
I can't reproduce.
Show me a log.
Oops sorry I was still using the older snapshot
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Old 09-23-2007, 05:03 AM   #47
Searinox

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Re: Remade music to be included?
Hunter_rus, try reproducing this: go to E4M2 or E3M5 and see if the music dies the moment you start the level.

Btw seeing how you managed to achieve in a few days what many others weren't able in months, maybe 3D Realms should hire you to work on DNF? XD
Last edited by Searinox; 09-23-2007 at 05:07 AM.
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Old 09-23-2007, 05:21 AM   #48
Hunter_rus

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Re: Remade music to be included?
Quote:
Originally Posted by Searinox
Hunter_rus, try reproducing this: go to E4M2 or E3M5 and see if the music dies the moment you start the level.
When game have many sounds, low priority sounds shut up but music can't be stopped that way. I still can't reproduce. Show me a log. The last snapshot provide more debug in the log.

Quote:
Originally Posted by Searinox
Btw seeing how you managed to achieve in a few days what many others weren't able in months, maybe 3D Realms should hire you to work on DNF? XD
It just isn't that complex.
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Old 09-23-2007, 06:22 AM   #49
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Hunter_rus View Post
When game have many sounds, low priority sounds shut up but music can't be stopped that way. I still can't reproduce. Show me a log. The last snapshot provide more debug in the log.


It just isn't that complex.
I used DNDEBUG and DNSCOTTY'd myself to Duke Burger. Made sure the music wasn't playing, waited a few seconds, then quit the game. Here's the debug data. You're saying it works for you? To be honest the first time I used your snapshot I got an error saying OpenAL32.dll could not be found, and when I downloaded it off the internet and put it in the folder the game ran but I didn't get any sound. I had to download a 3rd party OpenAL installer to get the sound working.

Minimizing the game to a task also kills the music.
Attached Files
File Type: zip EDuke32.zip (65.2 KB, 5 views)
Last edited by Searinox; 09-23-2007 at 06:56 AM.
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Old 09-23-2007, 09:14 AM   #50
Piterplus

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Re: Remade music to be included?
Thanks, Hunter!
Works perfectly, probably it is worth to mention that OpenAL32 may be downloaded here:
http://developer.creative.com/articl...&top=38&aid=46
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Old 09-23-2007, 09:53 AM   #51
Hunter_rus

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Re: Remade music to be included?
Thanks for the bug reports.
Here is a new snapshot.

I have found and fixed unwanted interference between OpenAL and MIDI during the music handling.
That fixed:
1. That might cause random crash(which NightFright had with "briefing.ogg").
2. Also music doesn't play any more during loading level(it was a bug, but can it be a feature?).
3. There might be more problems which are fixed now.

ALUT.DLL is linked to EDuke32.exe now.
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Old 09-23-2007, 11:02 AM   #52
Searinox

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Re: Remade music to be included?
I can confirm - the bug is indeed gone. Music no longer stops at the beginning of said levels, in nasty situations where lotsa stuff is happening at once, or when the game is minimized to the taskbar. Cheers for Hunter yet again! Seriously you are amazing by how little time it takes ya to do stuff.
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Old 09-23-2007, 11:51 AM   #53
Hunter_rus

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Re: Remade music to be included?
I don't want you to worry about the source code. Therefore, I release the source code now.
But I'm still working on it. If something will happen to me(like to compatible48x), then you won't lost that.
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Old 09-23-2007, 11:53 AM   #54
NightFright

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Re: Remade music to be included?
Well regarding the "Grabbag" version: It's difficult to find a really convincing remix. The best one out there is that one available on the 3DR site, but I am not allowed to include that one in the pack, unfortunately, since it's their property.
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Old 09-23-2007, 12:24 PM   #55
Piterplus

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Re: Remade music to be included?
Somebody already mentioned early that all other sounds except which was overrided gm... have distorted sound.
In my case with new snapshot plus music pack, all other sounds (.voc) are "muffled", as if high-frequency part was cut from them.
I have Audigy4 with kx drivers (maybe that is source of the problem?), WinXP SP2.
I tried HardwareAL = 0 and HardwareAL = 1 without any improvement.
All other sound setup options is unchanged from usial eduke32.cfg (which has normal sound).
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Old 09-23-2007, 12:36 PM   #56
NightFright

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Re: Remade music to be included?
Well I must confirm that (using Audigy 2 ZS). Sounds like 11kHz or something.
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Old 09-23-2007, 12:42 PM   #57
Hunter_rus

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Re: Remade music to be included?
Quote:
Originally Posted by NightFright
Sounds like 11kHz or something.
But they are. Have you seen "VOCs.txt" form the first snapshot?

Anyway, questions:
Does that happens only to VOC?
What's the sound? Where's it?
Attached Files
File Type: txt VOCs.txt (18.9 KB, 7 views)
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Old 09-23-2007, 12:45 PM   #58
NightFright

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Re: Remade music to be included?
Of course the original vocs are 11kHz, but AFAIK the game always offered to upmix them to 22 or even 44kHz, and that definitely sounded better than they do right now. I think this applies to any sound in the game not related to music.

It seems your mod currently overrides "duke3d.cfg" setting "MixRate" and only uses native sample rate.
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Old 09-23-2007, 12:50 PM   #59
Hunter_rus

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Re: Remade music to be included?
It doesn't mix VOC at all yet.
I need to do it.
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Old 09-23-2007, 12:52 PM   #60
NightFright

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Re: Remade music to be included?
OK. Good to know! I think that should be the next thing to do.
Something else: Related to the voc upmix problem could be the fact that the music replacing voc tunes (i.e. "2bwild", "bonus_music" and "bar_music" sounds kinda faint, especially the level ending part ("bonus_music"). Considering the OGGs themselves have their volume quite at max.

In the meantime, I have uploaded v1.01 of the music pack. It fixes the bug in "music.def" as pointed out by Hunter_rus and adds latest mod snapshot (removing "alut.dll", I hope I did that right).
Last edited by NightFright; 09-23-2007 at 12:59 PM.
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Old 09-23-2007, 01:12 PM   #61
Piterplus

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Re: Remade music to be included?
Quote:
Originally Posted by Hunter_rus View Post
But they are. Have you seen "VOCs.txt" form the first snapshot?

Anyway, questions:
Does that happens only to VOC?
What's the sound? Where's it?
Yes , that happens to .voc sounds. Right from the start of the game while intro played, first muffled sound of explosions, then all menu sounds.
And, btw 11kHz is not that bad, problem not with quality, problem with quantity of high-frequency sound, as if somebody turned treble completely off.
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Old 09-23-2007, 01:15 PM   #62
NightFright

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Re: Remade music to be included?
Something else I'd like to know: Are you actually REQUIRED to have OpenAL installed for this or not?

And @ Piterplus:
If you have problems downloading from mediafire, check if Opera is blocking JavaScript. You need to have it enabled to see the download button.
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Old 09-23-2007, 01:44 PM   #63
Piterplus

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Re: Remade music to be included?
Thanks, Nightfright, fortunately Hunter using FileFactory now.

@Hunter_rus - Could you tell me 2bwild looping time is hardcoded or may be changed? I bet you changed it in your code, because now it plays longer time.
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Old 09-23-2007, 01:50 PM   #64
NightFright

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Re: Remade music to be included?
Well, the "2bwild" song I used from M. Knight is 0:56 mins long, which is definitely more than the original voc had (as is the E1L2 bar music, btw). I think that explains it. However I guess it shouldn't fade out at the end...

BTW is there any chance TerminX could integrate this code into his official build so we don't need separate versions (not that I would mind if we had separate releases unless the mod stays up-to-date)? Even if it's just a temporary solution till JFAud comes out... We've been waiting so long for this.

I have (once again after a long time) e-mailed Mark McWane regarding a second version of his soundtrack with better soundbanks, especially regarding "Grabbag". Really hope he's got some time to do it.
Last edited by NightFright; 09-23-2007 at 03:02 PM.
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Old 09-23-2007, 03:41 PM   #65
Hunter_rus

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Re: Remade music to be included?
Quote:
Originally Posted by NightFright
BTW is there any chance TerminX could integrate this code into his official build so we don't need separate versions (not that I would mind if we had separate releases unless the mod stays up-to-date)?
It isn't ready yet. I don't want to make the official build unstable. I'm working on a parallel development branch. When it is ready, it could be integrated to the official build.
Todo: oversampling, testing, optimizing, cleaning up.

About VOCs.
I can't use old mixing algorithm because it calculates sound only for left and right channel.
I think I need to implement oversampling to improve their quality.
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Old 09-23-2007, 04:02 PM   #66
NightFright

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Re: Remade music to be included?
It'd be cool if you could add support for more than 2 channels at some point, too. Of course you cannot build in true directional sound, but at least make it so that sound is emitted from 4 or 5 boxes if desired (although Creative drivers can do that on their own).
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Old 09-23-2007, 04:09 PM   #67
Hunter_rus

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Re: Remade music to be included?
My snapshot already uses 3D sound. The official build don't use 3D sound and it isn't easy to convert 2 channels to 3D flawlessly. Also I have a headphones so I can't check if it works properly.
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Old 09-23-2007, 04:14 PM   #68
NightFright

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Re: Remade music to be included?
So can I just set "NumChannels" to 4 in duke3d.cfg?
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Old 09-23-2007, 04:19 PM   #69
Thundik81
Re: Remade music to be included?
Mirror for eDuke32's Mod by Hunter_rus :
http://moreplease.free.fr/HRP/Hunter_rus/
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Old 09-23-2007, 04:27 PM   #70
Hunter_rus

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Re: Remade music to be included?
I tell OpenAL where is a listener(x,y,z) and where are sounds(x,y,z). OpenAL is supposed to calculate sound for each loudspeaker.
It calculates properly for me(headphones have 2 channels) but someone who have 5 loudspeakers may hear sound from wrong direction.

OpenAL can play back only a mono(my snapshot convert to mono when needed) sound as 3D sound. Though you may hear the sound from all loudspeakers. Music isn't 3D sound.
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Old 09-24-2007, 07:41 AM   #71
NightFright

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Re: Remade music to be included?
BTW: I see some guys have different "autoload" dir structure. The music pack (i.e. "duke3d_mus.zip") must be EXACTLY where "duke3d_hrp.zip" is. So if the latter one is in autoload\duke3d.grp\, you must move it there. I chose "autoload" without any subdirs because that's my folder structure.

If you don't do as described above, the music pack will probably be loaded BEFORE instead AFTER the HRP. It won't work then!

Otherwise: I contacted Mark Knight regarding a version of his Playstation "Grabbag" rendering without the cheers mixed in. Unfortunately, he had bad news:

Quote:
I'm afraid I can't help mate. About 3 days after I finished the Duke music, the Mac clone I was using blew up and trashed the hard drive. All the Duke music files were lost

I was completely gutted by this. I'd love to still have them as I can really improve the mixes now, but sadly it's not possible - otherwise what you want would have been a very easy job.
So we have to look elsewhere for a decent version. McWane's current one isn't quite "it".
Last edited by NightFright; 09-24-2007 at 07:50 AM.
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Old 09-24-2007, 09:13 AM   #72
Blade Nightflame

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Re: Remade music to be included?
The one from Duke 64?
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Old 09-24-2007, 11:44 AM   #73
Piterplus

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Re: Remade music to be included?
I was hoping Pete B not abandomed his work and released his music pack.
He claimed that almost all mixes are finished...
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Old 09-24-2007, 02:41 PM   #74
Shadow Master

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Re: Remade music to be included?
Hunter_rus, I certainly appreciate that you are working on this.
(Even though I have not tested this yet)

Lookin' forward to getting it to work on Vista (does it?) or on openSUSE 10.2 (does it without smpeg?)
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Old 09-24-2007, 02:58 PM   #75
Hunter_rus

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Re: Remade music to be included?
I think it could be compiled at Linux, but some changes may be needed. I'm not using smpeg(it's a video format).

About upsamling VOC.
I'm trying different methods. Some of them too slow for realtime. The others make cracking sound. I'm using Windows XP, but I can reproduce Vista's bug.
Maybe, I have to use the original upsampling of the game because it works.
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Old 09-24-2007, 04:47 PM   #76
NightFright

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Re: Remade music to be included?
Too bad. As it seems, we cannot expect a remake of the Duke3D soundtrack by Mark McWane so soon, either:

Quote:
Between my career as the CIO of a large health care company and the birth of my first child back in February, I have not had time at all to re-visit the Duke or Blood tracks. It is very disappointing for me, as my new sound libraries and software are just heads above the old publically available stuff I used back in 2004. And now I have a paying gig writing the music for an XBOX 360 port of an old Amiga game, so that will tie my music time up for the next few months. I still do plan on re-visiting all new arrangements for Duke, but I will just have to take it as I can.
So all our remaining hope rests with PeteB who has gone dark...
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Old 09-25-2007, 07:53 AM   #77
Shadow Master

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Re: Remade music to be included?
Really bad news, and announcement that has been there for a year, it seems (at least for me).

Hunter_rus: it must be coincidence, there is a libsmpeg that is dependency of EDuke32 for Linux's snapshots. I have not been able to build it at all because of it being an unmaintained library, so I haven't been able to run Eduke32 on Linux... nor in Windows, for my XP died and it crashes in Vista.

However, I'll check out the source code and see what hacks should be done to get it working on Linux and write them in a readme or something for the curious.
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Old 09-25-2007, 11:55 AM   #78
Plagman

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Re: Remade music to be included?
Well, libsmpeg in unmaintained because it's done. It should build just fine, and your distro package management system should have it as well (probably as a dependency of SDL_mixer).
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Old 09-26-2007, 03:39 AM   #79
Searinox

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Re: Remade music to be included?
Drat! I was sharing this release to the masses via torrents and demonoid and isohnt both went down! >.=.<;

Hey umm NightFright, I don't wanna turn this into a discussion-of-tracks-to-be-included thread(we might need one later though), but do ya think this would be a more appropriate Grabbag for the intro? I forget its author, but I scaled its speed down cause it was too fast-paced.

http://www.uploading.com/en/files/Z7...abbag.ogg.html

Also, I noticed that after beating the queen, the "thanks to all our fans" screen still features the midi Grabbag. What is it called in the HRP .zip? OR is it the same track just that the sound engine plays it from half-way through?
Last edited by Searinox; 09-26-2007 at 03:49 AM.
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Old 09-26-2007, 06:54 AM   #80
NightFright

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Re: Remade music to be included?
Ah, that's interesting, I forgot about the episode ending voc music. I need the ID for that one. Perhaps Hunter_rus can provide it? And is it played just at the end of Ep.4 or Ep.3 as well? I knew it was in v1.3D but I guess it got shifted to Ep.4 in v1.4/1.5. BTW I could imagine to use "Gabbag" (without the "r") from Mark Knight for that purpose.

The version Searinox hinted at is a faster version of Mark McWane's rendering. I didn't include that because it couldn't convince me fully.
As I said, I tried to get other suitable versions of "Grabbag", but the authors either cannot provide one or don't have time. For those who really want a decent version, get the 3DR version from their site, convert it to OGG (96 kHz sample rate is enough) and replace the music pack version.

*EDIT*
I think we are looking for ENDSEQVOL3SND4. According to DEFS.CON, its ID is 288.
Last edited by NightFright; 09-26-2007 at 07:13 AM.
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