for the zelda classic developers. is it that hard to implement MP3s on zquest just like MIDIs? this should really be a really good feature added on to zquest alongside ZScript that will make 2.5 the last and best clone of Z1 out there. I mean it's 2009 now. can that feature at least be our gift for the new years? 😉
Mp3 implementation on 2.5 final release
MP3's are already supported, I belive they don't want to integrate them into the QST file because... can't remember lol.
Because the qst files would be too big... Something like that. 😉
Yeah, even a few mp3s could double or more the overall quest size.
yeah, but they at least should implement it for people that does want to use the feature. it should be like a choice I think. I mean, some zelda MP3s aren't really that long in size.
If the quest-maker puts the mp3s in the folder with the quest, it would still end up being the same size as if they were encoded in the quest itself... right?
Besides, even if the quest file is hugely increased... It would still just be a few megabytes. Most computer hard drives have at least 100 gigabytes of space to begin with. So I don't think the 20 megabytes of the quest file would be that huge a problem, you know?
exactly you know. like I said most zelda MP3s aren't really that big in size because most of them either last a minute or so. I don't think this would be a problem to be added.
I mean you are still able to play MP3s in zelda classic right? so then what what would be the problem to intergrate them in zquest && make them loop and adjust the volume just like we do with MIDIs? it would save us a lot of time trying to convert the music just for it to play well in zelda classic.
I really don't see a problem of why this shouldn't be added onto zquest.
I think this would be an awful idea.
why would this be an awful idea? I'm saying they should both be supported on zquest. if you're more comfortable with MIDI audio formats than you can still use it you know. I'm not asking for MP3s to overwrite MIDIs in zquest , but there are a lot of people out there that wish to have MP3s in their quest files.
Currently you can have mp3s in a quest, but the player doesn't have to download them, thus giving the player the choice as to whether they want to download for example a 2mb file or a 15 mb file.
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.
We couldn't adjust the looping even if it were "supported", MIDI and MP3 are vastly different as to how they work. You also likely couldn't adjust the volume, so just adjust the volume in your favourite sound editor, and you're good to go.
Currently, there would be no benefit to allowing the importing of enhanced music.
Lots of people still have dial up. It's not a matter of storage space, its a matter of a half hour download versus a 6 hour download.
What if, instead of adding them to the quest file itself, they were stored in a secondary file? For instance... You would have "Death Knight.qst and Death Knight.qsm" where the qsm file is the QueSt Music file for the Death Knight.qst file. That way, the download of the .qsm file could be optional.
Thoughts?
I love that idea! That way, if you have a fast enough connection, you can download the Mp3s, and not have to worry about downloading multiple files.
Not a bad idea at all. Particularly if you don't want people using the MP3 files outside of the quest, so there aren't any "spoilers." (Such as if you include boss music, or even special sound effect MP3s in it.)
I love the idea Dark Nation! Sounds really good to me. it would really make everything optional now if you have a fast connection , Wi-Fi , or dial-up. sounds great to me. So the .qsm file will contain both MIDIs && MP3s? or just MP3s?
I would imagine that MIDIs would remain in the quest itself, so that those who opt to not download the QSM would still get music.
so that means we have to save it as 2 quest files? 1 for the regualar midi's as in .qst && another one for the mp3's as in .qsm? how would this method work DarkNation?
No. The idea is that everything remains exactly as it is now, except all your MP3s are glued together into one file. Other than the fact that the files cannot be extracted for unauthorized use, there would be no difference from the current system.
Christian wrote: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
Revfan9 wrote:It's like getting a root canal in your balls.
:uhoh:
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.
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
Christian wrote: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.
so then how capcom, and nintendo does it? if they did it, wouldn't it also be feasible in zelda classic?
Revfan9 wrote:
As for QSMs, love the idea, now just add looping :3
This. And volume control!
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. ^^
Christian wrote: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).
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.
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: