Author Topic: Music.tbl and FSPort  (Read 2330 times)

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Offline jr2

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Hi guys,
I was working with FSPort finalizing a port for the training missions (seems to work fine) and I noticed That in the mission where you have to escort the science vessel and the Shivans appear there's no music.  (This mission is b4 Training Mission 5, I modified the campaign so that if I run -mod FS_Training,FSPort,Media_VPs the "Main Freespace Campaign" will have the training mission)  This didn't happen until after I changed the music in the missions to their FS1 filenames.  (also had to include old table)  I did alot of searching around and created a few test missions using the same music track.  Along the way, I discovered several bugs.

First, FS2 Apparently uses on big Ambience title in the music.tbl, while FS1 used Three "Normal" wave files.  This screws up the event music, but is easily fixed by commenting out the Normal2 and Normal3 lines for each Soundtrack.  However, then you only have one Ambience track.  Kinda boring.  I could just patch all of the wave files together, except they have different "measures" and "samples per measure" values.  (My brother figured out these probably control how the game changes tracks smoothly without sounding awkward...when he can explain it in detail and I can type it down, I'll do so).  Anyways, my point being, if you guys could somehow make it so FS2 SCP take three files for sound if specified, like this:

$filename1.wav,filename2.wav,filename3.wav              13.8,34.2,12.0             88000,24000,12000     ;

with commas separating respective values for the three files?

Another bug, in FS1 the right-hand value is "(samples-per-measure)/2" and in FS2 it's just (samples-per-measure).
I can double the values (they're still the same as FS1, I checked), but I thought you might want to know...although maybe that one should go into the FSPort Forum, as it should be part of the Port process to change those values.

Lastly, none of the above turned out to be the problem.  The problem was that the .wav file was 16-bit sample rate, while normal is 4.  FS1 handles this no problem.  (all wave files are 4 bit, 22,050 Hz, mono, except three are
16 / 22050 hz / mono in FS1)  I checked, and in FS2, you have alot of both types of files, except that there's more 16 bit in FS2.  I think the problem is, FS2 uses 4 or 16 bit, 22,050 Hz, stereo.  Anyways, I converted the 16 bit to 4 bit and it worked fine (for all three of them).  I haven't tried making it a 16-bit stereo yet.  (Sorry, I will probably today)  I think there's a bug where it can't handle the fact that it's 16 bit but not stereo, although not being stereo 4 bit doesn't seem to bug it (??  :wtf: )  Any ideas / questions / alreadyfixedthatyoudopewhydidn'tyoureadpost123xyz / comments appreciated.  Thanks guys.   ;)
PS using 11-22-2005 CVS, Open AL, MVP3.6.7 patch3, FSPort2.3, any other info I can get for you.
PPS Belated Merry Christmas to all!! :)

 

Offline jr2

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 :eek: Update: I tried making the .wav files stereo.  No go.  Then I tried Ogg Vorbis format & changed the table to that effect, and it still wouldn't play.  The only way to get them to work remains changing to low-quality 4-bit.    :doubt: :confused:  PS the files are m7_aarv2, m7_earv2, and m8_nrml1 .

 
 

Offline jr2

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Hmm... I've finally gotten around to a stable 3.6.8 VP and build combo, and had time to test this out.  Those three files still refuse to play.  Is it because they are PCM instead of ADPCM?  Maybe FS2 SCP isn't used to 16-bit PCMs being mono or something.  The other music tracks work, but I've noted a problem:

When the tracks play in SCP, they should be looping 1-2-event? > 3, (Loop 1 and 2, and if an event happens, play 3, then return to looping 1 and 2 and waiting for an event to play three).  I tested SCP FSPort vs. FS1 with the missions I've uploaded here:
<EDIT: links removed.  See my next post for updated Mission test files>
(Of course, you need FSPort, MVP 3.6.8, FSPort_Music.vp, and then it should work)
Just order the drone to depart, and then track 3 (nrml3) should play.  With FS1 it does, with FS2:SCP FSPort, nrml3 is part of the nrml1-2-3 loop.
« Last Edit: January 31, 2006, 03:12:39 pm by jr2 »

 

Offline jr2

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I've put together a new couple of pairs of mission test files and Mantis'ed the problem.  (Goober got assigned to it; Mantis bug ID: 0000750)  The files are together in .zip format on Mantis
http://lore.maxgaming.net/~scp/mantis/login_page.php
or you can get them from FileFront:
http://files.filefront.com/Music_TestFSM/;4700366;;/fileinfo.html
http://files.filefront.com/Marauder_mx_nrml1FSM/;4700361;;/fileinfo.html
http://files.filefront.com/FSPort_Marauder_mx_nrml1fs2/;4700355;;/fileinfo.html
http://files.filefront.com/FSPort_Music_Testfs2/;4700349;;/fileinfo.html

They pretty much cover anything event-wise that might come up in FreeSpace.  (I hope!)
If anyone has any additions or suggestions, PM me.
NOTE: I'm assuming anyone wanting to use these test files has FSPort 2.3, MVP 3.6.8 delta, FSPort_Music.vp, and FSPort_SCP, their music.tbl FS1 support set up with the FS1- prefix, and of course for the .FSM comparison files, you'll need retail FS1.

 

Offline Cobra

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well, the only thing i can think of is to make sure the filenames match the table's filenames exactly.

of course, i could have misunderstood what you said. ;)
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Goober5000

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of course, i could have misunderstood what you said. ;)

Yes.  You did.