Music Conflict

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Califvol
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Music Conflict

Post by Califvol »

I was able to turn down the music in WITP (vol 0) and run "real player" to play my own music while I still got the game's sound effects to play.

When I try this in AE I am getting a sound conflict that locks the computer up. I assume because even with the vol set to zero for music the program is still playing it and hence with real player running music at the same time there's a conflict.

Is there a way to turn the music off instead of setting the vol to zero?

Thanks!
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
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n01487477
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RE: Music Conflict

Post by n01487477 »

Rename the video and sound folders, novideo & nosound.

Should work...
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wdolson
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RE: Music Conflict

Post by wdolson »

The code skips playing the music if the volume is zero.  Try renaming the sounds folder and see what happens.  I usually play with all sounds off and have played Real Player without any problems.

Bill
WIS Development Team
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uncc
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RE: Music Conflict

Post by uncc »


is there any way to add music to the game, like the music from the VaS series???
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
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wdolson
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RE: Music Conflict

Post by wdolson »

Yes.  In the sound folder files 1025.SFX to 1034.SFX are the music files.  The suffix has been changed, but they are actually in a standard Windows format.  I think they are WAV files (I forget at this point).  The game engine isn't too picky about the file format as long as they have those names.  I know for sure WAV and MP3 files work just fine (I tested both).

Take your MP3s, rename them somewhere int he range 1025.SFX to 1034.SFX, copy them over the files that are there, and your own music will play.  This will work for WitP too BTW, though 1034.SFX won't work in WitP.

Bill
WIS Development Team
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uncc
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RE: Music Conflict

Post by uncc »

Great, Thanks Bill!
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
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uncc
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RE: Music Conflict

Post by uncc »

ORIGINAL: wdolson

Yes.  In the sound folder files 1025.SFX to 1034.SFX are the music files.  The suffix has been changed, but they are actually in a standard Windows format.  I think they are WAV files (I forget at this point).  The game engine isn't too picky about the file format as long as they have those names.  I know for sure WAV and MP3 files work just fine (I tested both).

Take your MP3s, rename them somewhere int he range 1025.SFX to 1034.SFX, copy them over the files that are there, and your own music will play.  This will work for WitP too BTW, though 1034.SFX won't work in WitP.

Bill

I tried changing the SFX files to .mp3 and .wav and couldn't play them in Windows Media Player. Changed them to .wma and they played just fine. Went out and found me an ogg to wma converter and converted the .oog VaS files to .wma (wow, big file size increase there!) and then renamed them to .SFX files and now I'm all set. Did a quick test and WitP-AE is now playing VaS tunes. Now I just need to narrow it down to the 10 VaS files that I want. Thanks!
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
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wdolson
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RE: Music Conflict

Post by wdolson »

OK, they must be .wma then.  I couldn't remember for sure.  It's been a year+ since I looked at that part of the code.  If you rename MP3s to .SFX, they will play.  The game engine automatically figures out what format the file is in.

Bill
WIS Development Team
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