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MODs in windows games


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#1 Ronald Forbes   Members   -  Reputation: 122

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Posted 27 November 1999 - 09:07 PM

Hello again! I was wondering if anyone knows a way to play MOD/XM/S3M/other tracker files in windows games. Is there some special API thing i can use or what? This messege probably won't get noticed judging from the number of posts on this topic forum but I'd like to find out.

Thanx
Ronald

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Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"


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#2 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 27 November 1999 - 07:22 AM

I've heard of someone converting something that maybe does that (I'm not sure) to Windows with DSound, and since those formats are pretty much PD, you could write a library like that yourself. However, you could also try composing for DirectMusic - although it's a big big mess and the DM producer is horrible to use, it probably works pretty well with Windows and you can use it nearly straight with the DirectMusic API.

#3 Ronald Forbes   Members   -  Reputation: 122

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Posted 27 November 1999 - 02:07 PM

Ok. Thanx for the help. The only problem with trying to make a library myself is that I'm quite new to the Windows/DirectX scheme. Should I just convert them to HUGE .wav files?

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Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"


#4 Zenroth   Members   -  Reputation: 127

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Posted 27 November 1999 - 03:02 PM

Well i have 2 ideas on this.
1. convert the mod to midi and use directmusic with dsl(so it sounds the same on all systems(same instruments))
2. I have a program that is kinda wierd that i have been meaning to play more with(it can compress wav files down to about the size of a mp3 ,but a normal wav player can play them,and i havnt detected any quality loss.)



#5 Zenroth   Members   -  Reputation: 127

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Posted 27 November 1999 - 03:34 PM

To follow up on what i was saying.
What the program actully is is a program thst can compress wav files with the Wav mpeg layer 3 format. I converted a 100k mod to a wav file of 32mb(44100hz 16bit stereo) and then compressed that down to 2.69mb
The wav can play in any program that can play a normal wav file and i have detected no loss of quality.

#6 mason   Members   -  Reputation: 128

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Posted 27 November 1999 - 04:39 PM

This has been discussed before... to make a long story short, there's no converters, but you can pay for .libs that will play them, or you can bite the bullet and convert them to WAVs (uncompressed, unless you've got CPU to spare for music).

For more info, see: http://www.gamedev.net/community/forums/ubb/Forum6/HTML/000253.html

Mason McCuskey
Spin Studios
www.spin-studios.com


#7 Ronald Forbes   Members   -  Reputation: 122

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Posted 27 November 1999 - 06:40 PM

Thanx a lot! I appreciate all the advice.

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Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"


#8 Gromit   Members   -  Reputation: 144

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Posted 27 November 1999 - 07:35 PM

you can try this ftp://www.xgames3d.com/games/gvaudio.zip it will play back mod files for you. I have also seen somewhere an public domain mp3 lib, but it is lost to me now.

I wouldn't suggest using midi in your games. If the user is not using the microsoft synth then it will playback different on each system, depending upon the sound card they are using. If the user *is* using the microsoft synth, then it will playback pretty slugish and not leave much cpu time for your own processes. (at least on my system).

The best choice, I believe, would be to write the music to cd as audio tracks. But then you can't distribute the game over the internet with music.

There are alot of choices, and each one has it's own pro's and con's to it. I would experiment with each to find something that you are comfortable with.

Perhaps the others on this board could share their feelings on how they would (or do) incorperate a sound track into thier games.


#9 Brian Tuey   Members   -  Reputation: 122

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Posted 27 November 1999 - 09:07 PM

Not to mention the fact that General MIDI...well, sucks to say the least. I have been tinkering with DLS sounds, and Direct Music Producer, but I am not impressed. I guess as a gamer, Im more interested in GOOD static music, than BAD dynamic music.

I still write a little for General MIDI, but I far prefer other types of sounds than G.M. offers.

Brian Tuey

Thunder Soundscapes

[This message has been edited by Brian Tuey (edited November 28, 1999).]





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