If you have any questions, don't hesitate to ask. However, if you want to get fancy and try to recreate the looped effect that you get within the game, you need to follow the instructions that I gave you earlier about copy/pasting the looped part of the file back onto the end of itself. The song that you get will simply end abruptly without looping, unlike within the game. You can always simply run the OGG files through a converter like fre:ac ( ) and get perfectly playable output files. Of course, no one says that you have to do any fancy editing to convert the OGG files to WAVs, MP3s, or what have you. It only loops what I indicated as the main part of the song via use of the LOOP tag. It will repeat this process until stopped by the level coming to an end or some similar event.īTW, that's how the game plays a song that has an introduction and a looped segment without looping the introduction part. So, for example, if DUKESONG1.OGG has a LOOP tag with the value 1234567, the audio engine will play the song all the way to the end, then immediately go back to sample number 1234567 and continue playing the song. Now, when the game loads an OGG file song, the audio engine will first look for that LOOP tag and then make note of the number associated with it. Otherwise, it will just be a large number. These tags have the label "LOOP," followed by a value that represents the sample number in the file that indicates the song's loop point. If a song is supposed to go all the way back to the beginning for the loop point, that value will be 0. In the case of World Tour, the game's audio engine looks for metadata tags that I put inside every one of the music OGG files. You know how most of the songs from the games I've worked on tend to just abruptly end when played outside of the game? That's because the "loop points" haven't been processed by the program playing the OGG file. Is it a fix for a problem with how the World Tour port processes the music? If I use a sourceport like Eduke32, would it still be recommended to do? Or is it for something else? I'm a little bit confused as to what the audio editing is supposed to be for, though. Other people can get the game and easily convert the files, or buy the Calibrations album from you, if they wanted the soundtrack for themselves. I don't plan on distributing them in any way, though. I've collected a few game soundtracks (mostly through GOG) in addition to regular music in the past 2-3 years to listen to, but this is the first time I've had to get them from the game files and it didn't feel right until now. That'll give you a looped segment of the song that you can edit to get a "studio fade" effect. Using an audio editor like WavePad, copy the file from that sample to the end, and paste the copy on at the end. That'll give you the sample number where the loop is supposed to begin. One note about the OGG files in the Duke Nukem 25th Anniversary World Tour: they use a metadata cue stored in the OGG file to tell the sound engine where to loop back to when the song reaches the end (i.e., not every song loops back to the beginning). You can do the same with copies of the game soundtrack files. I do it with CDs that I buy: I convert the ripped tracks to FLAC format (for really good albums - MP3 for others) and put the CD away for safekeeping. Feels wrong to do so, though.Īs long as you are doing it for your own collection and not to distribute the converted files, there's absolutely nothing wrong with it. As for the rest of the Duke 3D music, it's in the game files, so I can copy and convert those.
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