Page 1 of 2
Custom Music For Dungeon Editor
Posted: Sun Oct 12, 2014 6:31 pm
by wingmaster003
Hey just wondering if it was the same compared to Grimrock Dungeon Editor with adding custom music. Oh yeah and getting so excited for the game!

Re: Custom Music For Dungeon Editor
Posted: Mon Oct 13, 2014 8:46 am
by antti
Adding custom tracks is possible but it's done a different way now: you now need to define the ambient track similarly to other custom assets. Here's an example:
Code: Select all
defineAmbientTrack{
name = "spooky",
filename = "mod_assets/sounds/spooky.ogg",
volume = 0.18,
}
Workflow for importing custom assets still remains the same: init.lua (under mod_assets\scripts) is run when the mod is started and you need to add the definition to one of the imported files. In this case you could add the definition into your own music.lua file or use the pre-existing sounds.lua for example.
Re: Custom Music For Dungeon Editor
Posted: Sun Oct 26, 2014 4:38 pm
by DrKojak
Thanks, this helped!
Re: Custom Music For Dungeon Editor
Posted: Sun Oct 26, 2014 4:42 pm
by NutJob
Sweet, did Slayer's Reign in Blood fall into public domain yet? ~laughs~
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 12:55 am
by AndakRainor
Hello!
So, how are we supposed to encode the ogg sound files ? I tried an online converter with a wav file that works fine in my custom dungeon and the resulting ogg plays far too quickly (only grimrock plays it too fast) ! What parameters should I check ?
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 1:23 am
by minmay
First off, I wouldn't trust an online converter to produce reasonable-quality ogg files. I'd much rather use something like
Audacity where you're guaranteed that the software is using a recent, good encoder.
That aside, you probably either:
1. gave Grimrock tracks at a frequency other than 44100Hz
or 2. "converted" a non-44100Hz wav to 44100Hz Vorbis without resampling, which means you sped it up or slowed it down
The solution is to not do either of those.
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 1:42 am
by AndakRainor
Same result, the track is mono 44100Hz, as is the wav file (or else the wav would never have been played in game).
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 2:21 am
by minmay
That's your problem then. You could call Grimrock's music demuxing a bit lazy, in that it doesn't check to see if the music is actually stereo in the first place before demuxing as if it's stereo. As a result, a mono track will appear to play at double speed to a human ear. Ambient tracks
must be stereo to play back correctly.
(Also, EWWW, why would you ever want to use a mono ambient track in the first place?

)
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 3:25 am
by AndakRainor
I don't ! I'm not in charge of the music/sound for this mod, I just have to know what the technical specifications are so the person in charge can do his job.
Re: Custom Music For Dungeon Editor
Posted: Mon Jul 13, 2015 3:41 am
by Dr.Disaster
AndakRainor wrote:I don't ! I'm not in charge of the music/sound for this mod, I just have to know what the technical specifications are so the person in charge can do his job.
Specs are as minmay said:
-
sounds (wav format) are
mono 44100hz
-
music (mp3 or ogg format) needs to be
stereo 44100Hz