Engine Mod Question
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Engine Mod Question
Are there any engines that support .mp3 format music? Preferably set up so that it could be changed from QC like cd tracks. If there is not, how hard would it be to implement?
- Mr Lenguini
- Posts: 7
- Joined: Fri Oct 22, 2004 2:35 am
Back when FMOD was popular in Quake engines (like mid-2001 or so) many engines supported MP3 music till someone freaked out (LordHavoc? Ender?) about the legalities with FMOD and GPL. The closest thing you can do now is to have .ogg played back as an ambientsound with ATTN_NONE in Darkplaces. Bam, instant music!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Err... not quite understanding the legality asect of it assuming I were to only play original music in my mod, is there something else that would be a legal catch? Anyways, how hard is it to implement into say Fitzquake or some equivalent?
- Mr Lenguini
- Posts: 7
- Joined: Fri Oct 22, 2004 2:35 am
You can use .WAV If you want to distribute, a wav file compresed with rar will be small. Can be smaller as mp3 or ogg or other audio compresion format, and maybe you can use a tool to uncompress before the installation (some Strangeous Company moviemachine films use that ).
WAV its compatible with all engines.
Download "Star Wars: Doghfigher" mod, include music for ambient purposes and work very well, and whas WAV, not mp3 or ogg.
WAV its compatible with all engines.
Download "Star Wars: Doghfigher" mod, include music for ambient purposes and work very well, and whas WAV, not mp3 or ogg.
- Tei
Except wav files are very big on the user's machine, which the user may not be very pleased with. It would be nice if this license problem weren't there... MP3 would be useful. 
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
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