• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

small question

I load the two tracks up to the ftp to my folder. It includes the shortened version of "Plaza of Execution" (03:52 minutes) (if you hear the cuts please tell me so I can try to make it better) and the full version of " The Fencing Lesson" (05:29 minutes) without any cuts.
But I make a little mistake, I think. I've converted the files to .ogg with very high quality so the size of the files will be pretty large. "Plaza of Execution" weights about 10 MB and "The Fencing Lesson" is about 13 MB big.
If it's too much please tell me and I will upload a smaller version with lower quality settings.

Hope you enjoy the music. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />


Btw I apologize to morgan terror for using his thread for this. I know it is really off topic but I don't want open a new thread for only three posts.
 
i've been wondering: what if you would simply put .mp3 behind a line of code in music_aliases in stead of .ogg?
would that mean that the music files don't need converting from mp3 into ogg format anymore because it simply plays the tune if it's in mp3 format? or would it keep repeating itself or never stop playing or something like that?

by the way: my problem turned out to be a silly typo after all. it was just in a really unobvious place, that's why i didn't see it. i had typed namw = etc. in stead of name = etc. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=179020:date=Jan 14 2007, 03:51 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 14 2007, 03:51 PM) [snapback]179020[/snapback]</div><div class='quotemain'><!--quotec-->
i've been wondering: what if you would simply put .mp3 behind a line of code in music_aliases in stead of .ogg?
..<!--QuoteEnd--></div><!--QuoteEEnd-->
Try it and report back your findings! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
i'm going to try this afternoon.

hey, petros! you've been promoted! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
well, i'm not entirely sure yet, because of the size of the mp3 files, i exceeded the total size of the music files cuasing quite a few sonudtracks not to play. but what i do know is this: the game DOES support playing WMA files! and if the files are smaller than those in ogg, this should be pretty usefull! if the game can play mp3 files, it will be a lot less usefull, as the files are way to large to make the using of them practical.
 
<!--quoteo(post=179105:date=Jan 15 2007, 12:05 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 15 2007, 12:05 PM) [snapback]179105[/snapback]</div><div class='quotemain'><!--quotec-->
... but what i do know is this: the game DOES support playing WMA files! and if the files are smaller than those in ogg, this should be pretty usefull! if the game can play mp3 files, it will be a lot less usefull, as the files are way to large to make the using of them practical.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I just converted Enplavanie.ogg to wma and to mp3 with the same frequency of 44100 Hz as the original.
I got this for file size:

edit corrected for bit rate.

ogg = 1,597 Kb
mp3 = 1,607Kb
wma = 5,198 Kb

I think it would be best to stick to ogg as both wma and mp3 compressions give much larger files.
 
well, the problem i always get is that the volume is lowered. that's why i'd rather use mp3 or wma.
 
<!--quoteo(post=179127:date=Jan 15 2007, 01:48 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 15 2007, 01:48 PM) [snapback]179127[/snapback]</div><div class='quotemain'><!--quotec-->
well, the problem i always get is that the volume is lowered. that's why i'd rather use mp3 or wma.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You're trying to add music that is originally in wma/mp3 and converting it to ogg lowers the volume?

Let me check somethig out.

I just converted a little 388 Kb 48 bit rate 24,000 Hz mp3 file to ogg with exact stats.

I played both and noticed no difference in volume.

I used dBPowerAmp music converter. (it's not free)
 
<!--quoteo(post=179138:date=Jan 15 2007, 02:34 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 15 2007, 02:34 PM) [snapback]179138[/snapback]</div><div class='quotemain'><!--quotec-->
ok, what controls the volume? bit rate or hertz?
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Don't know. I guess it's best to keep both equal to the source.

One correction, I didn't control for bit rate on the Enplavanie experiment so the new results are:

ogg = 1,597 Kb
mp3 = 1,607Kb
wma = 5,198 Kb

So the mp3 isn't much larger at all.
 
ok, so it is usable then. if it works. i'm now trying to change everything back into ogg, but it's usefull to know if you want to test something in-game and don't want to convert it yet.

hey, take a look at this:

WMA: 2.12 MB
OGG: 4.19 MB

i didn't change anything at all. and i'm sure it's the same file.
 
Volume isn't controlled by either bitrate or frequency (Hertz). It is controlled by the amplitude of the soundwave. This is something that is usually not changed when converting files to different file formats.

I do wonder what the difference is between bitrate and frequency; to me it seems like two names for the same thing, but they actually <i>are</i> two different things. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
then i still wonder why converting something from wma to mp3 makes the file bigger. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> that really shouldn't happen, same as the volume decrease.

hehe, i just found your sound converter for free. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=179197:date=Jan 16 2007, 01:28 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 16 2007, 01:28 PM) [snapback]179197[/snapback]</div><div class='quotemain'><!--quotec-->
then i still wonder why converting something from wma to mp3 makes the file bigger. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> that really shouldn't happen, same as the volume decrease.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The filesize depends on the compression method and the bitrate. The compression method for WMA and MP3 are different, so the filesizes differ as well.
 
i found out something else about using different formats for the same location music: the program loads only one format, so if you have multiple formats, the soundtracks of the other formats wont play. but only for that location. all the other tracks play as they should. so if you want to use a different format, be sure that all the soundtracks for that location are of the same format.
 
with making my own music pack, i have discovered something. if you have removed a soundtrack causing no music to be played in a certain location, and remove the now unessesary line of code that would play that soundtrack, cuasing, if that was the only track, the indication of which location the music would normally be played to have no line of code to play a track below it. now, removing the unessesary line of code that causes a track to play might seem a good idea, but if you don't remove the line that indicates the location, the game will CTD if that track should be played, as it can't find a line of code that indicates which track should be played. if the track isn't there, it doesn't matter, but if there is no line of code to play a trck, the game will CTD.
however, if you remove the line of code that plays a track AND the line that indicates the location, the game WILL NOT CTD.

example:

you hate the ending tracks for a battle, so you remove those soundtracks. no problems with the game.

2nd example:

you know a bit about music modding, so you remove the line of code that would normally start the track below the location indication line to avoid future confusion. now, there is a problem: after a battle, at the moment that it stops, it CTD's.

3rd example:

you now remove the location indication line as well. no more CTD's.
 
Back
Top