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Thread: Mp3 implementation on 2.5 final release

  1. #21
    Lynel Revfan9's Avatar
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    Re: Mp3 implementation on 2.5 final release

    Quote Originally Posted by Christian View Post
    well yes. most computers nowadays have at least 100 to 600 GBs of free space. what would a little 15MB do to it? Also, if zelda classic supports MP3s on a quest file already by using the enhanced music feature in the "edit dmap" in zquest, why can't we adjusts them as we do with MIDIs? for example, making the MP3 loop and adjusting the volume for it? I understand people still use dial-up connection.......but like I suggested it should be a choice of the quest maker. some files now created in the 2.5 betas, are 5MB and up. So I really don't see a problem here.
    Some people are still on 56K, you know. Back when I had dial-up, any file more than 5MB in size was out of my reach, since my internet connection would drop long before I ever finished it. Download managers like Getright could help some, but with dynamic hosting that's so popular these days (The direct URL link is never given to the user and changes constantly), even those are useless. The only real way to get anything done was to use Torrents, and those made my internet slow down to the point of being unusable for several days at a time, and all that time I had to sit there, reconnecting if it disconnected (since the auto-redial usually failed). It's like getting a root canal in your balls. If every quest had a bunch of MP3s integrated, I'd probably have killed myself.

    Although I would LOVE to have a way to do more with MP3s, like have selective loop times like with MIDIs (Since a lot of MP3 tracks that would be great for game music have an intro/outtro, which makes them terrible for direct looping), being able to integrate them with Quests would be a horrid idea. And you honestly think people will only include a couple of minute-long MP3s? Honestly, give me selective loop times and my quest files would easily go over a gig.

    As for QSMs, love the idea, now just add looping :3

  2. #22
    Lynel
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    Re: Mp3 implementation on 2.5 final release

    Quote Originally Posted by Revfan9 View Post
    It's like getting a root canal in your balls.


    Anyway, I don't know how feasible MP3 looping would be. With MIDIs, the position is represented by beats, which are directly tied to certain MIDI events (I believe they happen every quarter note, or so, but it varies).

    MP3s don't have notes or measures or beats. They have samples, and seconds. Measuring song positions in seconds would suck, since it's not a fine-enough granularity to pick a loop point in, so we'd have to use milliseconds or something. And, that can be a real pain. At least, a pain in the current interface.
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  3. #23
    Octorok Christian's Avatar
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    if were talking Zelda MP3s, it would be really easy to loop like MIDIs. zelda mp3 songs are just loopable songs, think back at LTTP and The GB zeldas. MP3s go by the second. looping those kind of MP3s wouldn't be a problem. now if your talking about having full-length techno music or rock music, that's a whole diffrent story. why would someone have those type of music on a zelda type quest?
    now for having .qsm's files added it's the best idea for now untill we reach 2020 and dial-up won't exist then. =p

  4. #24
    Lynel
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    Re: Mp3 implementation on 2.5 final release

    Quote Originally Posted by Christian View Post
    if were talking Zelda MP3s, it would be really easy to loop like MIDIs. zelda mp3 songs are just loopable songs, think back at LTTP and The GB zeldas. MP3s go by the second. looping those kind of MP3s wouldn't be a problem. now if your talking about having full-length techno music or rock music, that's a whole diffrent story. why would someone have those type of music on a zelda type quest?
    With all due respect, you have absolutely no idea what you're talking about, do you?

    I dare you to measure the lengths of the intros of these songs, and tell me how many are exactly 1, 2, 3, etc seconds long. If you find even one, I'll stop posting.
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    Octorok Christian's Avatar
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    so then how capcom, and nintendo does it? if they did it, wouldn't it also be feasible in zelda classic?

  6. #26
    Lynel
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    Re: Mp3 implementation on 2.5 final release

    Quote Originally Posted by Revfan9 View Post
    As for QSMs, love the idea, now just add looping :3
    This. And volume control!

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    Captain Matthew Bluefox's Avatar
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    Re: Mp3 implementation on 2.5 final release

    These ideas with QSM, looping and volume control are really good! Specially the looping thingy would be a great addition, so you don't have to start the music all over again when you wanna do just the refrain of a song or whatever. ^^
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  8. #28
    Lynel Revfan9's Avatar
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    Re: Mp3 implementation on 2.5 final release

    Quote Originally Posted by Christian View Post
    so then how capcom, and nintendo does it? if they did it, wouldn't it also be feasible in zelda classic?
    Okay, first off, you still don't seem to understand that people don't only use MP3s to use Zelda music, because, in fact, the Zelda series has some pretty terrible music overall, at least compared to other games and original work. I'd rather use MIDIs than be confined to only being able to use Zelda MP3s...

    Second, in actual console titles, there are a couple of ways in which this can be done:

    1. The loop times of the song are specified. This works especially well with that console's equivalent of MIDI music (The SNES, for example, uses a format called SPC), although being able to use live, recorded tracks is something that's been possible only recently...

    2. Break the song down into 2 files. The intro, and then the loop. This seems to be the easier method with direct recordings. (I'm not an expert, but from how I understand it MP3s aren't used a lot in game design, instead a raw format like DSP is used.)

    Pkmnfrk: Yeah, having to specify the loop times in milliseconds WOULD be a pain in the ass, but it's better than what we have now (nothing).

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    Wizrobe Freedom's Avatar
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    Re: Mp3 implementation on 2.5 final release

    Doing anything else at this point with MP3's just serves to delay a release date for a stable engine.
    All of the above can already be done with a decent music editing program.
    You can cut, loop, and set the volume of any mp3 and then put it in the folder and have a dmap call for it's use.

    A better suggestion would be to let the developers fix what is already there and put out a stable release so people can start building and releasing quests again.
    :O)

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  10. #30
    Lynel
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    Re: Mp3 implementation on 2.5 final release

    One thing you can't do is use loop music that has an intro without repeating the intro every time it loops. I do agree that this whole thing should be saved until after the next full version is relesed. D:

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