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-   -   EQ Music: Reimagined (https://www.eqemulator.org/forums/showthread.php?t=39719)

Grimluck 06-01-2015 05:06 PM

EQ Music: Reimagined
 
Hey everyone. Been playing EQ since 1999, and have always, always loved its music. If anything can bring back the nostalgia, it would be the music. I'm sure some of you feel the same way. One of my main hobbies is music production and post-production. A few weeks ago, I began a project I call "EQ Music: Reimagined" with the idea of "reimagining" the classic Everquest MIDI music with new renditions made with high quality instrumentation. The idea is to give the old music a modern makeover while staying in the spirit of the old themes. I have completed several themes to date with several more on the way.

https://soundcloud.com/everquest-music-reimagined

Currently, I'm looking for developers that are willing to work with the source code to be able to implement the .mp3 files I'm making to be used in-game with the Titanium client. If you're interested in working with me, send me a message and we can discuss it.

demonstar55 06-01-2015 05:13 PM

Try deleting the xmi and adding the mp3.

There might be a few that are hardcoded to the xmi but most just try to load xmi then mp3 then wav. (newer clients also have ogg in that chain)

Grimluck 06-01-2015 05:16 PM

The problem with the XMI files is that several themes can be coded into one file. For instance, Greater Faydark. If I remember correctly, the kelethin, felwithe, and crushbone themes are all rolled into one. Maybe I'm wrong. Regardless, if I were to delete the XMI files and replace with .mp3's, the client would play only those songs for the entire zone, and would not necessarily be area-specific. It's only a bandaid to what I'm looking for.

Shendare 06-01-2015 05:27 PM

Each zone also has a *.emt file that specifies sounds to play at different X/Y/Z coords. You can specify the exact filename. I'm not sure whether they have to be in the /sounds folder or whether they can be in other places, too, but /sounds would be simple enough, I think.

If the field configuration could be figured out, I'll bet they'd do nicely without any client .exe hacks.

For example, here is tutoriala.emt:

Code:

2,fire_torch01_lp.wav,0,0,1.00,0,0,1,-46.59,-14.58,-9.09,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,-48.24,48.45,-11.14,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,27.94,94.72,-7.33,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,25.81,-60.13,-15.43,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,93.37,41.44,-16.38,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,91.30,-12.29,-19.80,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,224.89,17.35,-40.47,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,229.44,118.48,-25.13,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,222.21,-86.19,-25.02,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,157.68,-132.46,-28.23,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,334.62,19.29,-26.65,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,fire_torch01_lp.wav,0,0,1.00,0,0,1,387.13,77.60,-29.40,10.00,60.00,0.00,0.00,0,0,0,1.00,1
2,wind_caverns_lp.wav,0,0,1.00,0,0,1,-20.33,18.82,-15.04,10.00,300.00,0.00,0.00,0,0,0,1.00,1
2,wind_corr_lp.wav,0,0,1.00,0,0,1,101.14,16.23,-27.17,10.00,200.00,0.00,0.00,0,0,0,1.00,0
2,wind_caverns_lp.wav,0,0,1.00,0,0,1,302.12,19.69,-28.79,10.00,300.00,0.00,0.00,0,0,0,1.00,1


Grimluck 06-01-2015 05:37 PM

That's it! I'm no developer though, so I would have no clue what to do.

Shendare 06-01-2015 05:42 PM

Looks to me like you'd simply decide where the centerpoint is for the area you'd want the music to play at, and the distance from that centerpoint at which a character will start to hear the sound/music. I'm not sure what the other fields are, but it -looks- like you'd then add a line similar to:

Code:

2,your_music_file.mp3,0,0,1.00,0,0,1,X-Coord,Y-Coord,Z-Coord,Z-Radius?,XY-Radius,0.00,0.00,0,0,0,1.00,1

Shendare 06-01-2015 05:57 PM

For an entire zone, you'd probably just set the X/Y/Z coords to 0,0,0 and set the XY-Radius to 10000.0 or something.

Grimluck 06-01-2015 06:00 PM

That's excellent. However, I do not see any .emt files for the classic zones besides lavastorm, nek forest, and plane of hate.

Shendare 06-01-2015 06:02 PM

The majority of the time, the client looks for such files and simply ignores any nonexisting ones, so creating gfaydark.emt for example would cause it to start being processed the next time you zoned in.

Grimluck 06-01-2015 06:41 PM

So by creating the files in the directory, i would have to log in and zone in, and the server would populate the file?

Shendare 06-01-2015 06:45 PM

Sound emitters are entirely client-side, so you would provide, say, a .zip download for anyone who wanted to use your custom background music.

This .zip file would contain the .emt files for each customized sone, and your custom .mp3 files from the /sounds subfolder.

A player who wanted to take advantage of the custom music would download this .zip file and unzip it into their EverQuest directory, and it would take effect for any server they connect to.

Grimluck 06-01-2015 06:50 PM

Quote:

Originally Posted by Shendare (Post 240568)
The majority of the time, the client looks for such files and simply ignores any nonexisting ones, so creating gfaydark.emt for example would cause it to start being processed the next time you zoned in.

This is what I was referring to. I can create the .emt file, but how would I know what needs to be in the .emt file? Would i have to log in and zone into the zone for the server to populate the .emt file? Not sure what you mean.

Shendare 06-01-2015 06:52 PM

You would create the file and add a line for your custom music, following the pattern mentioned above.

For example, if you created Kelethin.mp3 and, if Kelethin's coords were something like 50,500,100 (I'm not sure what they actually are and can't check at the moment), and you wanted the music to be heard within a radius of, say, 1000 units, you'd put the following line into gfaydark.emt:

Code:

2,Kelethin.mp3,0,0,1.00,0,0,1,50,500,100,50,1000,0.00,0.00,0,0,0,1.00,1

Grimluck 06-01-2015 07:00 PM

That clears it up. Thanks so much for the help! I will get cracking and see what happens in game. One last thing, would I need to delete the xmi files for the mp3 to play?

Shendare 06-01-2015 07:02 PM

Doesn't look like it. The zonenick.emt file references sound files by full filename, including the extension, so specify Kelethin.mp3, and it'll know to look specifically for Kelethin.mp3 in the Sounds folder. Caps won't matter, either.


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