MP3's in Verge... question on the matter
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BladeDragon

Alright, now, most of my music meets the format requirement of Verge, but something had me thinking when I downloaded the Larswood demo (the first one). In that demo, there was a file called Gnomes.MP3, and no other music file of either verge type or another in the whole directory, or any subdirectory. However, the music on that MP3 was what played in the demo. Now, admittingly, that's the only demo to use an MP3 that I'm aware of, and Larswood's mail has never responded to me, so I was theorizing another way to use some MP3's I've collected that will allow me to do the vocal parts to my game, since most MOD, XM, and S3M don't have vocal tracks to choose a suitable song for Solera's singing. My thought is this.... Verge 2+ DOES allow us to make use of Audio CD's, as Rainbow Dispair demonstrated a long while ago, and the documents have demonstrated to me a little while ago. This being the case, is it theoretically possible to BURN a collection of MP3s onto a CD, then use that particular CD as an audio CD in the game, and thus bypass trying to code MP3 playing in Verge, and instead turn it into an audio CD track? This is just a thought, I hadn't read about anyone else thinking of doing this, and I didn't recall anything being said about burned CDs having any problems/compatibility issues with Verge's CD Audio capabilities. Any feedback appreciated, or theorems from others. If anyone has found an easier way to get MP3s to be useable in Verge, I'm all ears, not because I want to force megs of music down people's throats, but because to create proper moods and parts to my game, I need certain MP3s to be implemented, 3 of which would be impossible to have even the most talented mod maker to translate. So this being said, anyone who has info, I anxiously await your responses.

~ Blade Dragon

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Posted on 2001-04-06 02:44:55

tSB

MP3s aren't redbook audio, which is what standard CDs use, and verge doesn't play either.

You'll have to wait. ^_~



'Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence.' -Albert Einstein

Posted on 2001-04-06 03:35:41

tSB

You misread, methinks. I'm looking at the zip contents now, and I'm seeing gnomes.s3m

Also, the CD code in v2 had to be removed because of copyright issues or something.



'Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence.' -Albert Einstein

Posted on 2001-04-06 03:37:57

Devon

Modplug tracker will take a WAV file as input (just decode the MP3 back to WAV. Or capture the output, WinAmp can do this.) and generate a two track IT with two HUGE samples that are the right and left channels of the WAV. For better results though (file size and all) I would make it mono first, and cut the sampling rate way down. It'll sound crappy compared to the MP3, but it will work. The lastest beta of v2.7 has IT support. You're still in for a bit of a wait while v2.7 comes along, but it can be done.

Also, if you want to really get your hands dirty, you could decode/record the MP3 to WAV, then cut the singing into individual files to eliminate repeated lyrics and dead space, and build an IT, or any other module format, really, which plays the individual samples in such a way as to recreate the song. (This is how A One Winged Angel in FF7 and Fithos Lusuc Wecos Vinosec in FF8 were done)

Of course, this presumes that the MP3 comtains only singing. If there's anything else in it, it will become much harder to work with.

-Devon



--- Square's making money. We're making art.

Posted on 2001-04-11 07:07:22

BladeDragon

I really thought that the first demo (Larswood did 2, and maybe the first demo on their site isn't necessarily their tech demo that I have on my comp), but it IS an MP3 that they included. Whether their tracker did this as a built-in bonus, I can't say, but there was simply 1 MP3, and no other Gnome IT, S3M, MOD, or XM within the directory or subdirectory. Yet the game compiled fine, ran, and the music of what is now Gnomes.s3m was playing fine. I can't explain this bizarre occurance, I just play truthteller when I say that's what it was. =)~ But despite that fact, yours is the closest idea I have to work with. I'm laying out all the tiles, animations, and battle work for the first demo before me (many friends are rehearsing nightly to get their wav's done for me too. ;p), so I'm not going to worry too much about my MP3 dilemmas just yet. But as you pointed out, I've got to wait for the IT compatibility anyway, which cures another 5 or 6 songs up for me. I'm copying and pasting all of your text for later reference though, so if your idea works, know that you'll be hailed as a God in my game. ^_^ Believe me, being able to have 2 songs that are very emotional and perfect for the storyline are going to make a world of difference at their respective parts. I don't know how to put it, I guess, but as the others above are writing, to make a person emotional to the point of tears is by FAR 80% music, 15% visual effects, 4% sound effects, and 1% text. The best reference that comes to mind is Aeris' death in FF7, and billions of anime movies that have made audiences cry 30 times harder than any Disney film with a dying dog. ;p

So believe me Devon, if your advice turns out to be what I use, you'll be the first listing in my game's credits. I can't thank you enough for your post, and thoughts on the subject. Hopefully when V2.7 is in full swing, and I can find the damn documents for hi color conversion of tile sets and chars, I'll put your wisdom to use.

~ Blade Dragon





Posted on 2001-04-13 08:55:49


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