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Roland SC-55 Music Packs  "Updates 'n stuff"

User is offline   Hendricks266 

  • Weaponized Autism

  #91

I have another question: How did you source grabbag_voc.ogg? In other words, did you cut it from the FLAC or is it a lossy transcode? If it is not perfect, I would be happy to remake it from my redump.org verified FLAC of the Grabbag red book audio track.

Also, I made a little batch file to automatically tag all the audio files with their proper title, composer, track number, etc. I'll share it soon.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#92

I made it from the actual audio track on my Atomic CD. WAV source.
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User is offline   Moggimus 

#93

 MusicallyInspired, on 18 February 2012 - 09:36 PM, said:

I made it from the actual audio track on my Atomic CD. WAV source.


Not that one person is enough of a reason to do it, but I would like to request the higher volume pack. The volume in-game for me is significantly lower than FX. I really love this music pack... the music is just as it should sound, like it did back in the day. I just wish I could hear it better in-game.
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#94

MusicallyInspired, can you please make the next version support looping of only parts of the track, like some of the original MIDI files worked (those that once they ended they returned to a particular point in the song instead of just starting all over again, like Stalker)? Just make two separate files for the non-looping intro and the main song, which is meant to loop. There probably is support for that in EDuke32. You could probably ask if that feature exists in a different thread. And once you finally manage to get it to work, it should work like this - First the introduction part plays, and once it ends the music subsystem would immediately switch to the main (looping) part of the song, which would loop until the end of the level.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#95

Don't look at me. I'd love to make lopping tracks, but EDuke32 does not support it yet, I'm afraid. I know how the tracks are meant to loop and I've been wanting to do it for a long time.

This post has been edited by MusicallyInspired: 16 July 2012 - 01:48 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #96

 iLikeTheUDK, on 16 July 2012 - 05:18 AM, said:

There probably is support for that in EDuke32. You could probably ask if that feature exists in a different thread.

If you had used the search feature, or even read the entire thread, you would have found that EDuke32 currently does not have loop points coded in. If this feature had existed he already would have jumped at the chance to implement it.

That being said, I am going to look into implementing support for loop points (in samples) and ReplayGain information to normalize volume levels. Ideally the latter could be read out of the Vorbis Comment tag but if that will not work with EDuke32's current resources at its disposal at least everything could be set/overridden from def.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#97

I'll make a new pack with enhanced levels (yet compressed, possibly, to avoid clipping). I wouldn't condone normalizing anything as that would almost certainly lead to clipping. That's why they're as quiet as they are, because the loudest transients in the waveforms are just below the ceiling of the dynamic range. Any volume enhancement WILL make it clip.
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User is offline   Hendricks266 

  • Weaponized Autism

  #98

Ah, understood.
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User is offline   Rellik 

#99

Re:loop points

Evidently OGG supports custom tags, so you could potentially have a loop_start and a loop_end tag.

I ran across a discussion over at the ZDoom forums where they were asking for something similar:
http://forum.zdoom.o...hp?f=15&t=26353
and it was implemented: http://zdoom.org/Changelog/2424/files
http://zdoom.org/wiki/Audio_loop

This post has been edited by Rellik: 16 July 2012 - 09:51 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #100

It looks like ZDoom had it easy, all they needed was to process a method of inputting the values, and then the FMOD library that they use handles the loop points. For EDuke32, loop points would need coding into jaudiolib.
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User is offline   supergoofy 

#101

If you want to hear Roland SC-55 midi music in games without having the real hardware get:

BASSMIDIDRV 3.0 + Roland_SC-55_v1.1.sf2 soundfont

there also some other recommended soundfonts that are also work with BASSMIDIDRV

The BASS MIDI Driver v3.0 is simply awesome and the source code is also free and available for download

I'm not going to post links for now, because I don't know if this is allowed in the forum (I don't see any reason though about not to be allowed)

This post has been edited by supergoofy: 17 July 2012 - 11:02 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#102

Soundfonts are never as good as the real thing. I don't know anything about BASSMIDI though.

This post has been edited by MusicallyInspired: 17 July 2012 - 03:04 PM

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User is offline   RoyBatty 

#103

Hey MI, have you made any progress on the TNT soundtrack? I still eagerly await it. =]

I'm still very much enjoying all the music packs and listen to them regularly. Especially the ROTT and Blood ones ;) (and yes duke3d too).

Cheers
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User is offline   supergoofy 

#104

@MusicallyInspired, for more information on BASSMIDI Driver go to:

http://www.mudlord.info/bassmididrv/


Another very similar driver is VirtualMIDISynth, check:

http://coolsoft.alte...irtualmidisynth

This post has been edited by supergoofy: 24 August 2012 - 03:53 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#105

I'm afraid a ton of other things are taking up my time at the moment. I'll get them completed eventually, though.
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User is offline   RoyBatty 

#106

Very well, I will watch this thread awaiting the release of them.

Cheers
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User is offline   MrFlibble 

#107

I've just tried to go to http://sc55.duke4.net/ but I get redirected to a message:

Quote

Moved Permanently

The document has moved here.

The link gets me to the very same page.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#108

Try again. Files were messed up. index.php was wiped and there were random .js files in each folder. Weird.
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User is offline   mug 

#109

I've been getting a malware warning for the last few weeks when I try to access your site on chrome
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User is offline   Player Lin 

#110

 mug, on 12 November 2012 - 08:00 AM, said:

I've been getting a malware warning for the last few weeks when I try to access your site on chrome


Yeah, my KIS 2012 blocked that site too and give me a warning about that...
But the malware/viruse/trojan/whatever 's name is...

HEUR:Trojan.Script.Generic

You know, sometimes...I hate there warnings when it give me that and I don't know is it really a threat or just false alarm...

EDIT: Read some old posts in this topic, maybe it's not false alarm...maybe...it looks like that site was got messed up for some reasons or got hacked but...who knows?

This post has been edited by Player Lin: 12 November 2012 - 08:48 AM

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User is offline   MrFlibble 

#111

In fact, I also remember getting warnings from my AV software some time ago (but only on the front page, not on individual soundtrack pages). I'd like to think those are just false positives...
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User is offline   mug 

#112

I'm getting it on every page, not just the front. Sometimes ads are known to contain malware, so it could be something like that (I never assumed it was anything intentional)
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User is offline   Hendricks266 

  • Weaponized Autism

  #113

r3218 said:

Implement OGG looping support; musicians rejoice!

Loops are controlled by two tags in the Vorbis Comment, both in PCM samples.

LOOP_START holds the beginning of the loop, the position to which playback returns at the end of the loop.

LOOP_END is optional; it holds the end of the loop, after which the game seeks to LOOP_START. If undefined, the end of the OGG is the end of the loop. The primary purpose of LOOP_END is if you want to give your file a proper ending for listening outside the game.

To preview a looped OGG you have assembled, give it a ".logg" extension and play it using the vgmstream plugin for Winamp or foobar2000.

For future versions of the pack, since loops require tags anyway, I offer my batch file, TagDukeNukem3DMusic.bat, that uses Tag to write full metadata for each song in Duke's soundtrack. It works for any format supported by Tag.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#114

I feel like somebody is targeting my websites. My personal website brandonblume.com was attacked and brought down as a result. Since the provider is impossible to get a hold of I've never been able to fix it. Something similar also happened to another website I ran for a while. Does anyone know what this could be? If it's possible that it's automated somehow and in my software or if it's actually somebody targeting me?

Great news about loop points at last! I'll be recording new files that are listen-worthy outside of the game. That was a brilliant idea.

When I have time, that is.

This post has been edited by MusicallyInspired: 24 November 2012 - 07:10 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#115

Fixed the site. Should be malware free now.

EDIT: Rather than triple-post, I'll just edit. Here's an Audible Comparison between the old pack and the new volume boosted pack I'm now working on.

This post has been edited by MusicallyInspired: 24 November 2012 - 08:42 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#116

Little update. The new V4.0 music pack is just about half done now. I've got all of Episode 1 and most of Episode 2 completed. The new tracks, being meant to be playable for listening pleasure outside the game as well as in-game, are a bit longer now due to having a bit of the next loop playing after the loop points and then fading out (this will obviously not be audible when playing in-game because it'll loop before it plays the fade-out sections). Grabbag is twice as long because it's too short to listen to on its own. So it loops once and then fades out at the end, but again will be seamless in-game.

Long story short, the resulting pack is going to be a little larger than it used to be. Just a heads up.
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User is offline   Doomfrost 

#117

I can't access your website, Google Chrome keeps giving me a malware warning when I click the link in your signature.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#118

Ughh...not again. I really don't know what's causing this. It happens over and over again. I don't know what to do about it but keep cleaning it whenever it comes up again.
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User is offline   Hank 

#119

 MusicallyInspired, on 14 December 2012 - 06:27 PM, said:

Ughh...not again. I really don't know what's causing this. It happens over and over again. I don't know what to do about it but keep cleaning it whenever it comes up again.

http://safebrowsing....chrome&hl=en-GB
that's the current report from the google scanner, it may give you some ideas. If it is false, go to Google Posted Image
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User is offline   Plagman 

  • Former VP of Media Operations

#120

Your computer must have gotten compromised at some point or might still be; I reset your password and the contents of your FTP. I'll send you the new password as a PM.
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