Question for the devs:
-What are the music specifications the .OGG files are saved with? I've tried exporting several times in various bit-rates with no success. That is, everything packs up just fine, but when it comes time to play the music, the game's just silent.
For anyone else:
-Has anyone tried adding in new music, and did you have any luck getting it to play?
Music Specs?
-
- Posts: 169
- Joined: Thu Nov 08, 2012 10:11 am
Re: Music Specs?
Why not PM Justin about it? After all, he's the guy whose name you see all across the code.
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
Violets are #0000FF
All of our mods
are belong to you.
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Music Specs?
Eh, I could, but it was an open question.shark wrote:Why not PM Justin about it? After all, he's the guy whose name you see all across the code.
And while I was replying, I did get it functional - apparently, it's less about file spec than file name - I simply renamed mine from krs_MUS_IncursorTheme.ogg to the main-title filename, and it worked just fine. I'd still like to know the file specs for export, just to be consistent with the existing tunes, but I have for the moment solved my own issue. Yay me?

EDIT:
-Further analysis shows "bp_MUS_" prefix is all you really need for the title. Haven't gotten so far as to find out whether the EXPLORE/BATTLE all-caps suffixes are equally necessary, but for anyone else doing music I'd recommend it anyway for consistency's sake.
-
- Posts: 808
- Joined: Mon Sep 17, 2012 11:42 pm
Re: Music Specs?
Considering FTL uses the standard Ogg Vorbis library, I would be surprised if it had an issue with the file format. As long as it is a standard Ogg Vorbis file (whatever the bitrate), it should work just fine.
Forum janitor — If you spot spam, PM me the URL and/or the username of the spammer.
I have powers, moderator powers. I am not keen on using them, but will do so if needed.
I have powers, moderator powers. I am not keen on using them, but will do so if needed.
-
- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: Music Specs?
Yeah, you can throw .mp3, .oggs, .wavs, whatever at it and it'll play it - you load the file in sounds.xml and then you have to attach it to a sector in sectordata. Added a new soundtrack for Sonata 7; the process was surprisingly sane.Kieve wrote:Question for the devs:
-What are the music specifications the .OGG files are saved with? I've tried exporting several times in various bit-rates with no success. That is, everything packs up just fine, but when it comes time to play the music, the game's just silent.
For anyone else:
-Has anyone tried adding in new music, and did you have any luck getting it to play?
The only weird thing is that a given "explore" and "battle" theme are tied together and sort of treated as one track (it mixes between them as you go in/out of fights). If one is longer than the other, you can get a few seconds of silence at the end.
EDIT: What I'm saying is that you don't need to stick to the vanilla naming scheme (and probably shouldn't, to distinguish your custom files) - use sounds.xml to control what is loaded. It's probably pretty clumsy just to replace the stock music with something with the same filename.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Music Specs?
Maybe not entirely, but my main title didn't work until I renamed it to bp_MUS_ so there seems to be at least a little going on under the hood, beyond what we see in Sounds.xml. I do agree about full-on replacement though, that's generally to be avoided wherever possible.thashepherd wrote:What I'm saying is that you don't need to stick to the vanilla naming scheme (and probably shouldn't, to distinguish your custom files) - use sounds.xml to control what is loaded. It's probably pretty clumsy just to replace the stock music with something with the same filename.
Also, good info on the track lengths, I didn't realize they needed to be the same duration.

-
- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: Music Specs?
The game actually covers for it pretty well - you just get a few moments of silence at the end of a track, NBD and usually barely noticeable.Kieve wrote: Maybe not entirely, but my main title didn't work until I renamed it to bp_MUS_ so there seems to be at least a little going on under the hood, beyond what we see in Sounds.xml. I do agree about full-on replacement though, that's generally to be avoided wherever possible.
Also, good info on the track lengths, I didn't realize they needed to be the same duration.Will definitely need to keep it in mind.
I'm not sure why you're having issues with the title; it went smoothly for me (and feel free to check out my code base here if you want an example in context).
Basically: track is proteus_fading.ogg. Code in sounds.xml.append:
Code: Select all
<music>
...
<track>
<name>title</name>
<explore>proteus_fading.ogg</explore>
</track>
...
</music>
//sounds.xml.append
Code: Select all
<music>
...
<track>
<name>laststand3</name>
<explore>barkley_jam.mp3</explore>
</track>
...
</music>
Code: Select all
<sectorDescription name="FINAL" minSector="7" unique="true">
...
<trackList>
...
<track>laststand3</track>
</trackList>
...
</sectorDescription>
EDIT: Realized that may have not been the best example since the "Last Stand" tracks just have <explore/> but most tracks have <explore/> and <battle/> - should give you the right idea tho. BTW, Kieve - since you have this secret project and all - I just found out that it's easy to modify 1. the projectile crews shoot when they're fighting on a ship and 2. the sound it makes. Also, it seems like you can come pretty close to enforcing a specific sector progression using a combination of minSector, maxSector (which MIGHT work - haven't tested, but the tags are used elsewhere), and unique=true. Just some tricks I've found.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"