Roland SC-55 Music Packs "Updates 'n stuff"
#91 Posted 18 February 2012 - 07:44 PM
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.
#92 Posted 18 February 2012 - 09:36 PM
#93 Posted 14 July 2012 - 06:27 PM
MusicallyInspired, on 18 February 2012 - 09:36 PM, said:
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.
#94 Posted 16 July 2012 - 05:18 AM
#95 Posted 16 July 2012 - 01:47 PM
This post has been edited by MusicallyInspired: 16 July 2012 - 01:48 PM
#96 Posted 16 July 2012 - 02:13 PM
iLikeTheUDK, on 16 July 2012 - 05:18 AM, said:
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.
#97 Posted 16 July 2012 - 05:39 PM
#99 Posted 16 July 2012 - 09:49 PM
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
#100 Posted 17 July 2012 - 06:00 AM
#101 Posted 17 July 2012 - 11:01 AM
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
#102 Posted 17 July 2012 - 03:04 PM
This post has been edited by MusicallyInspired: 17 July 2012 - 03:04 PM
#103 Posted 23 August 2012 - 07:22 PM
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
#104 Posted 24 August 2012 - 02:40 AM
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
#105 Posted 24 August 2012 - 04:15 PM
#106 Posted 25 August 2012 - 04:50 PM
Cheers
#107 Posted 25 September 2012 - 11:29 AM
Quote
The link gets me to the very same page.
#108 Posted 27 September 2012 - 01:59 PM
#109 Posted 12 November 2012 - 08:00 AM
#110 Posted 12 November 2012 - 08:44 AM
mug, on 12 November 2012 - 08:00 AM, said:
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
#111 Posted 12 November 2012 - 11:42 AM
#112 Posted 16 November 2012 - 01:42 PM
#113 Posted 24 November 2012 - 01:20 AM
r3218 said:
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.
#114 Posted 24 November 2012 - 07:07 AM
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
#115 Posted 24 November 2012 - 07:37 AM
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
#116 Posted 25 November 2012 - 10:42 PM
Long story short, the resulting pack is going to be a little larger than it used to be. Just a heads up.
#117 Posted 13 December 2012 - 04:44 PM
#118 Posted 14 December 2012 - 06:27 PM
#119 Posted 14 December 2012 - 06:47 PM
MusicallyInspired, on 14 December 2012 - 06:27 PM, said:
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