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Engine Mod Question
Posted: Fri Oct 22, 2004 2:38 am
by Mr Lenguini
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?
Posted: Fri Oct 22, 2004 3:48 am
by leileilol
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!
Posted: Fri Oct 22, 2004 3:49 am
by RenegadeC
Not to mention .ogg > .mp3!
Posted: Fri Oct 22, 2004 1:46 pm
by Mr Lenguini
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?
Posted: Fri Oct 22, 2004 5:09 pm
by CheapAlert's MESANGR
It's some MP3 patent shite, AND Fmod has an incompatible license itself.
Posted: Fri Oct 22, 2004 5:28 pm
by Tei
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.
Posted: Fri Oct 22, 2004 6:17 pm
by Wazat
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.

Posted: Fri Oct 22, 2004 9:52 pm
by leileilol
Darkplaces can play oggs directly, in STEREO
ogg > wav
ogg > mp3