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| Implement music in your mission |
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| Descent 3 - Descent 3 Konstruktion | ||||||||||
| Geschrieben von: mzero | ||||||||||
| Freitag, 23. Juli 2010 um 20:31 Uhr | ||||||||||
Seite 1 von 5
In order to implement music in your mission, you will need: 1) Music files under format .osf (Outrage Sound File). 2) A script with your level, and the .cpp file of this script. 3) An .omf (Outrage Music file).
Create Music files under .osf format.
The tool to create those .osf music files, « musictester,exe », can be found in the « Editor » folder inside the Descent3 folder (assuming you have the Descent 3 version from Dateiliste). With MusicTester, you can convert .wav music files into .osf files. Requested .wav files settings are stereo, 22050 Hz and 16-bit.
Here are Pumo instructions, relayed by Alter-Fox, for creating such .wav files from .mp3 files:
Open .mp3 music in Audacity (you can get Audacity on www.sourceforge.net, or just google it.) Don't worry about the preferences. The defaults for .wav export are okay.
Go to the Edit menu, the Select submenu, and select all.
First, go to the Effect menu, and then use Amplify. Use the default settings (will amplify to 0 db).
DON'T DESELECT
Go to the Effect menu again, and press Normalize. Use the default settings.
At the bottom of the main screen, set Project rate to 22050.
Finally, select the dropdown menu where it shows the name of the file next to the wave spectrum. The menu is above the words "Stereo, 44100Hz". Set the sample format to 16-bit.
DON'T DO ANYTHING ELSE HERE, ANYTHING ELSE WILL COMPLETELY MESS UP THE MUSIC.
Export as a .wav. Music Tester should not have any probem converting the .wav to an .osf.
Open MusicTester and press "Actions". Add your .wav file and select a folder for the .osf file. Convert.
Drop all your .osf files in the same folder. It will be easier to insert them into the mission file later.
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| Zuletzt aktualisiert am Montag, 11. Oktober 2010 um 21:55 Uhr |
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