Enhanced Music?

Subforum for discussion and help with ScummVM's Dreamcast port

Moderator: ScummVM Team

Post Reply
grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Enhanced Music?

Post by grim107 » Wed Jun 05, 2013 7:00 pm

Is it possible to use James Woodcock's enhanced music with ScummVm for the Dreamcast? I put the soundtrack in the same directory as the game, and I ran it on NullDC for testing purposes before burning, but the original soundtrack was used.

digitall
ScummVM Developer
Posts: 951
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Wed Jun 05, 2013 10:07 pm

It should be possible. A few questions:
1. Which game are you trying this with?
2. What version of ScummVM are you running?
3. Have you tried the same game data on the desktop build first and the enhanced soundtrack is used?
4. Does this work in NullDC?
5. Does this work on the Dreamcast?

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Wed Jun 05, 2013 10:18 pm

1. Discworld
2. 1.6.0
3. It works on the Desktop version.
4. No
5. I've not tried yet. That's why I used NullDC. I didn't want to waste the CD.

For what it's worth, this is the OGG soundtrack. The Dreamcast supports OGG, right?

digitall
ScummVM Developer
Posts: 951
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Wed Jun 05, 2013 10:30 pm

AH... No, it only supports MP3 via libmad.

I don't think there is a major reason why it doesn't support OGG, except the library is not built and linked to the Dreamcast build. It is probably omitted due to memory limitations as the DC is limited to 16 MB.

FLAC will not be usuable either for similar reasons.

Note the field "Supported Audio Options" in this page:
http://wiki.scummvm.org/index.php/Dreamcast

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Wed Jun 05, 2013 10:31 pm

So, is there a way that I can convert the audio to MP3 so that it works?

digitall
ScummVM Developer
Posts: 951
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Wed Jun 05, 2013 10:35 pm

That would be a question better suited to Google...

Try searching for audacity, mencoder or any one of freely available and opem source audio conversion tools for Linux, Win32 and OSX.

If you are in a real hurry, there is always:
http://media.io/

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Wed Jun 05, 2013 10:38 pm

I appreciate it. I'm somewhat familiar with audio conversion. I've used Audacity before. I guess my question is if I just chain convert all of the OGG files to MP3, will ScummVm recognize it, or is there more to it?

Sorry for being a bother. I'm just wanting to play the game already lol.

digitall
ScummVM Developer
Posts: 951
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Wed Jun 05, 2013 11:07 pm

OK... Music Enhancement i.e. the use of external digital music files to replace the MIDI output is engine-specific... so I had to review the implementation code in the Tinsel engine.

This should work fine as long as the names follow the same pattern i.e. track1.ogg becomes track1.mp3 as I think this is implemented by our generic audio CD replacement code, rather than more specific code. See:
http://wiki.scummvm.org/index.php/Datafiles

specifically:
"Games that have ** shown in their name use CD audio tracks for music, check readme included with ScummVM to see how to convert them to compressed files."

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Wed Jun 05, 2013 11:08 pm

Thanks so much. I'm converting them all with Audacity at 320kbps and I'll let you know the outcome.

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Wed Jun 05, 2013 11:18 pm

Thanks again. Everything seems to be working.

grim107
Posts: 55
Joined: Wed Jul 08, 2009 8:09 pm

Post by grim107 » Thu Jun 06, 2013 12:10 am

Actually, now that I'm trying it, there's too much lag. I figure I'll either try with a lower bitrate, or if that doesn't work, I'll try it on the PS2.

Post Reply