View Full Version : EQ Music: Reimagined
Grimluck
06-01-2015, 05:06 PM
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:
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:
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
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:
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.
Grimluck
06-01-2015, 07:22 PM
You're a lifesaver. Thanks.
Grimluck
06-01-2015, 07:24 PM
Maybe you can provide some insight on this: Secrets told me that there is a bug in the Titanium client that doesn't play the pickchar.mp3 during character selection. You know a way around this?
Shendare
06-01-2015, 07:26 PM
I'll take a look in a couple hours. Maybe it's not being referenced in the correct character picker zone .emt file.
Titanium had a few glitches like that where they rushed unfinished/buggy things out for disc shipment, with the understanding that they could fix the problems later with the patcher.
Grimluck
06-01-2015, 08:02 PM
I'll take a look in a couple hours. Maybe it's not being referenced in the correct character picker zone .emt file.
Titanium had a few glitches like that where they rushed unfinished/buggy things out for disc shipment, with the understanding that they could fix the problems later with the patcher.
Appreciate it!
Grimluck
06-01-2015, 08:57 PM
It works!!!!! I did a test for the kelethin theme, and everything you said was spot-on. However, after I leave the specified area in which I want the files to play, the music just cuts out with no fade out. Would you possibly have any idea of how to make the music fade out so the themes are seemless?
Shendare
06-01-2015, 09:19 PM
If that's supported by the client, then it may be one of the 0 / 0.0 / 1 / 1.0 options that it isn't clear what they do. One of them may be a fade level or speed. Would take some trial and error experimentation to see.
Grimluck
06-01-2015, 09:27 PM
If that's supported by the client, then it may be one of the 0 / 0.0 / 1 / 1.0 options that it isn't clear what they do. One of them may be a fade level or speed. Would take some trial and error experimentation to see.
Testing those parameters now to see what they do. I'll report back. Do you know which emi file governs the death theme?
Shendare
06-01-2015, 09:45 PM
It appears that the files are referenced in soundassets.txt. What ties an individual race and event to a particular sound file (how the client knows to play sound 1157, or gbl_dth.wav, when a goblin dies, for example), isn't clear right off-hand.
Shendare
06-01-2015, 09:49 PM
Aha, and right after I said that, I found it.
The game has such data recorded in racedata.txt.
Race # 369 is the new goblins, and the goblin sounds from soundassets.txt (3457, 1155-1158) are included in the many unnamed fields in racedata.txt for that race.
Parsing racedata.txt might be very interesting, when one can find some spare time for experimentation.
If you're wanting a reference of races, I have a race inventory available online:
http://shendare.com/eq/emu/eqri/
Grimluck
06-01-2015, 09:50 PM
Good stuff, thank you. I'm not really concerned with replacing those sounds. I'm just concerned with the music themes. When the player dies is what I meant. It plays that MIDI death theme that I would like to replace as well.
Shendare
06-01-2015, 09:52 PM
Hmm... looks like that's deaththeme.mp3. :)
Grimluck
06-01-2015, 09:57 PM
Haha, that's it! I had forgotten I deleted the file to play the XMI version. I'll just replace that file with the redone classic theme! Thank you :)
Did you ever get around to looking into the pickchar.mp3 bug?
Shendare
06-01-2015, 09:58 PM
Once I got home from work I had to deal with some paperwork stuff with the new owner of the place I'm renting. Boring, boring, yadda yadda. Should have time to look at it here pretty soon.
Grimluck
06-01-2015, 10:03 PM
Seriously, thank you so much for helping me.
Shendare
06-01-2015, 10:45 PM
Alright, I fired up Titanium, SoF, and RoF2 clients and connected to my local eqemu server, and all three behaved exactly the same music-wise for character select. They all played the short main EverQuest theme.
However, I had to turn music on for SoF and RoF2. I don't know whether I turned the music volume down to 0% myself at some point, or whether they default to 0% and you have to turn the music volume up in order to hear music.
Grimluck
06-01-2015, 11:13 PM
Secrets told me she fixed the bug. I will get in contact with her and see if she can send me the file necessary. Will report back.
Grimluck
06-02-2015, 12:38 AM
Her fix didn't work.
Maybe it's not being referenced in the correct character picker zone .emt file.
Which file were you specificly referring to? Maybe i can poke around and look at why the pickchar.mp3 isn't working.
Grimluck
06-02-2015, 12:51 AM
Also, i've noticed that when I create a .emt file for a zone, no more ambient sounds play like (forest wildlife sounds, swamp wildlife sounds, rain, etc.) Is it possible to reference the files that play those sounds the same way I would reference the mp3's?
Shendare
06-02-2015, 01:52 AM
Her fix didn't work.
Which file were you specificly referring to? Maybe i can poke around and look at why the pickchar.mp3 isn't working.
If music was playing in some clients but not others, I was guessing that there was an issue with the sound emitter settings for the character selection/creation zone file (clz.eqg) for the broken client(s), but there don't appear to be any emitter files for clz, so that doesn't appear to be the issue.
I don't know what the issue you're reporting is, exactly. All three clients appear to play eqtheme.mp3 during character selection and creation. Verified by renaming elddar.mp3 to eqtheme.mp3 and firing up the client. pickchar.xmi appears to be completely ignored. Not referenced anywhere. May be an orphan file from old versions of the client, and is no longer used.
Also, i've noticed that when I create a .emt file for a zone, no more ambient sounds play like (forest wildlife sounds, swamp wildlife sounds, rain, etc.) Is it possible to reference the files that play those sounds the same way I would reference the mp3's?
All ambient sounds get disabled? It would be really irritating to learn that the .emt file completely replaces the built-in sound effects for a zone instead of complementing them with new ones. What zones are you seeing that in?
Shendare
06-02-2015, 08:45 AM
Looks like eqtheme.mp3 is hard-coded, too, as is deaththeme.mp3, combattheme2.mp3, combattheme1.mp3, opener4.xmi, and gl.xmi. Not sure when the last two play.
http://i.imgur.com/KOWo8Ua.png
chrsschb
06-02-2015, 09:51 AM
So you should just be able to overwrite those files? Or are you saying the mp3's are actually part of the client?
Shendare
06-02-2015, 10:31 AM
Yeah, overwrite the files and you've got custom death, combat, and character picker music.
Grimluck
06-02-2015, 11:26 AM
If music was playing in some clients but not others, I was guessing that there was an issue with the sound emitter settings for the character selection/creation zone file (clz.eqg) for the broken client(s), but there don't appear to be any emitter files for clz, so that doesn't appear to be the issue.
I don't know what the issue you're reporting is, exactly. All three clients appear to play eqtheme.mp3 during character selection and creation. Verified by renaming elddar.mp3 to eqtheme.mp3 and firing up the client. pickchar.xmi appears to be completely ignored. Not referenced anywhere. May be an orphan file from old versions of the client, and is no longer used.
The eqtheme.mp3 plays just fine, but the pickchar.mp3 (character selection theme) doesn't play. However, when you delete the eqtheme.mp3, the XMI files take over and play the classic MIDI sounds for both the main theme (eqtheme.mp3) AND character selection (pickchar.xmi). I'm looking to get the new theme I made for character selection (pickchar.mp3) to work. I just don't understand why the old themes work together, but not the mp3 themes.
All ambient sounds get disabled? It would be really irritating to learn that the .emt file completely replaces the built-in sound effects for a zone instead of complementing them with new ones. What zones are you seeing that in?
I've been testing in Greater Faydark. So far, I've gotten all of the themes to play at their correct points within the zone. All sound effects work (bags opening/closing, footsteps, mob sound effects, battle noises) except for the ambient noises like rain, forest wildlife, etc. When I zone into Felwithe, however, all of the MIDI tracks play, ambient sounds play, everything's normal.
Grimluck
06-02-2015, 11:35 AM
The only bandaid I can think of to fix the atmospheric/ambients sounds within the zone is to add another mp3 into the sounds folder, and make the emt file trigger it within the entire zone. However, temporary atmosphere effects like rain won't be triggered.
Shendare
06-02-2015, 01:11 PM
I'm onto something. The old ambient sounds were stored in ZoneNick_sounds.eff, referencing the sound files listed in ZoneNick_soundbank.eff.
It looks like ZoneNick.emt is simply a plain text version of the combination of these two files. If ZoneNick.emt is found, the game ignores the old ZoneNick_soundbank.eff and ZoneNick_sounds.eff.
My next step is to reverse engineer ZoneNick_sounds.eff and make a quick little program that'll create any ZoneNick.emt from ZoneNick_sounds.eff.
It looks like at least Lavastorm and Nektulos are zones that have both the old .eff files and the new .emt file, so that should be very helpful in reverse engineering the _sounds.eff file format.
Gonna be a fun project when I get home from work today.
Grimluck
06-02-2015, 02:34 PM
Excellent news!!!
Shendare
06-02-2015, 09:46 PM
I've got the file format partially figured out. X/Y/Z/Radius of sounds is good, some static sounds are good, some time-of-day-limited sounds I'm figuring out.
It's a complicated little file format with the fields not being named and described.
Shendare
06-03-2015, 12:18 AM
I've got it. I've finally actually got it.
There are three sound types in a ZoneNick_sounds.eff file.
Type 0 - Different sounds for day and night, from ZoneNick_sndbnk.eff
Type 1 - Background Music (with a pointer to which tune from ZoneNick.xmi to play)
Type 2 - Same sound any time of day, from ZoneNick_sndbnk.eff
I also figured out the fields in the .emt files to match up with the different sound types above. Everything. A straight up direct conversion from .eff files to a .emt file should be completely possible.
This will be awesome for anyone who wants to customize their zones' sound effects and background music.
We'll see if I can get it done before I have to turn in for the night.
Shendare
06-03-2015, 03:08 AM
There are a few more side cases. Type 3 sounds are randomized, but I haven't quite figured it out yet, and some sounds show a radius of 0, but they still play within a certain radius. Gonna have to do some more h4xxing.
Grimluck
06-03-2015, 12:20 PM
Good news all around! If there's anything I can do, let me know. About to start testing the fade in/out's of the themes. Hopefully one of those numbers controls that parameter.
Shendare
06-05-2015, 04:56 AM
Phew, marathon sessions of trial and error with numbers the last couple of nights.
I've gotten the .eff files 100% figured out, including a number of hard-coded values for sound effects and music selections.
I've also gotten the .emt files figured out, aside from a couple of fields that don't seem to do anything no matter what I put in them. Those are just listed as '?'.
Here's the .emt file format. You can paste this line at the top of the file for reference. The semicolon tells the client to skip that line.
;?,soundfile (wav=sound, xmi/mp3=music for volume sliders),0=OK 1=OK,when 0=always 1=day 2=night,volume (1.0 = 100%),FadeInMS,FadeOutMS,?,X,Y,Z,WavFullVolRadius, WavMaxAudibleDist,1 = RandomizeLocation,Range,(1+ = Only when alt-tabbed away),(2+ = Only when alt-tabbed away),xmiIndex,Echo (50 = Max),IsEnvSound (for option toggle)
To make the music fade, use the 4th and 5th fields. 4th field fades the sound/music in over the course of as many milliseconds as you specify when the character gets in range. 5th field fades the sound/music out over the milliseconds when the character goes out of range. 500/1000 or so seems good for sound effects. 1000/2000 seems nice for music.
xmiIndex is for choosing which MIDI song to play in an xmi music file. gfaydark.xmi has 6 different songs, for example, so you can specify 0-5 for that one for different locations (Kelethin, Crushbone, Felwithe) or different times of day.
Friday's project will be making the converter from .eff to .emt so we can actually customize our zones!
Grimluck
06-05-2015, 11:43 AM
Very very nice! This info is invaluable. Thank you!
Shendare
06-05-2015, 11:54 AM
Something's off. I'm gonna take another look tonight. There's gotta be a way to specify a cooldown before the sound effect plays again. I must have missed it while messing with parameters and testing behavior.
In the meantime, this should get your pickchar music working:
File: clz.emt
;?,soundfile (wav=sound, xmi/mp3=music for volume sliders),0=OK 1=OK,when 0=always 1=day 2=night,volume (1.0 = 100%),FadeInMS,FadeOutMS,?,X,Y,Z,WavFullVolRadius, WavMaxAudibleDist,1 = RandomizeLocation,Range,(1+ = Only when alt-tabbed away),(2+ = Only when alt-tabbed away),xmiIndex,Echo (50 = Max),IsEnvSound (for option toggle)
2,pickchar.xmi,0,0,.7,1000,3000,1,0.0,0.0,0.0,0.00 ,0.00,0,1000.00,0,0,0,1.00,0,0,0
Not at home where I can test it, though. Let me know if it doesn't work.
Grimluck
06-05-2015, 11:57 AM
Testing now.
Grimluck
06-05-2015, 12:09 PM
Didn't work. eqtheme.mp3 still overrid the pickchar.xmi & my pickchar.mp3 file i added to /sounds.
Shendare
06-05-2015, 12:11 PM
Darn. I'll mess with it some more tonight.
Better not be a hard-coded thing!
Grimluck
06-05-2015, 12:14 PM
Just logged in again. It seems the code DOES work, but my eqtheme.mp3 does not fade out in the pickchar theme comes in during character select. So both play simultaneously.
Shendare
06-05-2015, 12:16 PM
And if you rename eqtheme.mp3 to stop it from playing over pickchar, you'll lose the background music during the loading screen. Hmph.
Grimluck
06-05-2015, 12:22 PM
Yes, since apparently eqtheme.mp3 is hardcoded. Hmmmmmmm.
Shendare
06-05-2015, 12:26 PM
Actually, I don't think it is.
I saw during my testing that in the .eff files, there were references to music files -1 through -24. My investigation showed that they were referencing the line numbers in this file:
mp3index.txt
If you wanted to change a built-in music reference without altering the original mp3 file or filename, you could simply change its entry in the .txt file there.
You know... I wonder whether you could simply change eqtheme.mp3 to pickchar.xmi in that file... Hmm...
Grimluck
06-05-2015, 12:29 PM
I'll take a look.
Grimluck
06-05-2015, 12:34 PM
Which .eff file references eqtheme.mp3? I wouldn't have to rename eqtheme,mp3 to pickchar.xmi/mp3 if I can make a new reference to pickchar.mp3 as #25. See what I'm saying?
Shendare
06-05-2015, 12:45 PM
The .eff files are zone-specific, and there isn't one for the character loading zone. It's probably hard-coded into the client to play mp3index #6 during loading and character selection, so I'd try changing that line in mp3index.txt.
Grimluck
06-05-2015, 12:47 PM
I'll test it out.
Grimluck
06-05-2015, 01:31 PM
No cigar. Changing the eqtheme.mp3 line to pickchar.xmi/mp3 didn't change anything. Still played the eqtheme before and during character selection.
Shendare
06-05-2015, 01:36 PM
Those bastards. Not that I'm entirely surprised, though. We've got a fair amount of hard-coded stuff in EQEmu that would really be better read from the DB instead.
Grimluck
06-05-2015, 01:38 PM
Not liking the sound of that.
Shendare
06-05-2015, 01:44 PM
Does replacing the actual eqtheme.mp3 file with your custom pickchar.mp3 do what you want, though?
Shendare
06-05-2015, 03:30 PM
On my lunchbreak, I figured out the cooldown options, which clarified the unknown field before the x,y,z coords and the odd behavior of the fields between Range and xmiIndex.
Here's the updated field list for .emt files:
;?,SoundFile (wav=sound, mp3/xmi=music for volume sliders),Unknown (0=OK 1=OK),WhenActive (0=always 1=day 2=night),Volume (1.0 = 100%),FadeInMS,FadeOutMS,LoopType (0 = Constant, 1 = Delayed Repeat),X,Y,Z,WavFullVolRadius,WavMaxAudibleDist,1 = RandomizeLocation,Range,MinRepeatDelay,MaxRepeatDe lay,xmiIndex,Echo (50 = Max),IsEnvSound (for option toggle)
LoopType affects sounds (.wav files) only, separating constant sound effects (campfire, waterfall) from delayed repeating sound effects (bats screeching, water dripping, rocks rumbling). Music (.mp3 and .xmi) is unaffected. It always loops immediately after finishing.
If LoopType=0, both MinRepeatDelay and MaxRepeatDelay need to be 0, or the client doesn't know what to do with the conflicting information.
If LoopType>0, the client will wait a random amount of time between MinRepeatDelay and MaxRepeatDelay milliseconds before repeating the sound effect. If both are the same, it'll be a constant cooldown between each activation.
Note also that the delays must include the actual playtime of the music/sound. If you play a 5-second sound effect that should pause for 25 seconds after playing before it activates again, you'd set the Min/Max delay fields to 30000. 5 seconds to play, 25 second wait, 5 seconds to play again, etc.
Shendare
06-05-2015, 03:35 PM
Also, the semicolon doesn't tell the client to ignore the line like I thought it did. The client just considers the semicolon part of the first field value, which appears to be ignored, but I can't know for sure.
So the client is looking for "SoundFile (wav=sound, mp3/xmi=music for volume sliders)" as a file in the EQ directory, and ignoring the line when it can't find one that matches.
Oh well. That works, too.
Grimluck
06-05-2015, 04:11 PM
All replacing the eqtheme.mp3 with the pickchar.mp3 (renamed) does is change the repeating opening theme into a repeating character selection theme, as it was doing before. No change.
Shendare
06-05-2015, 04:13 PM
It's also weird that it only plays the first several seconds of the theme. The mp3 itself is over a minute and a half long. Probably just a case of faulty coding. Sorry, man.
Once you're in the game, though, it looks like we've got total control over music and sound effects for any zone. Artistic freedom!
Grimluck
06-05-2015, 04:16 PM
I tested the fade ins/outs of the various files I have configured for GFay work perfectly. Still, the only thing that needs to be fixed is the ambient environment sounds for the zone to be played simultaneously with the updated music. So, what you're saying is we need a separate line of code for the .wav enviornment sounds?
Grimluck
06-05-2015, 04:17 PM
Yes, i think we'll just have to overlook the pickchar issue for now. Hopefully once Secrets fix is implemented it won't be an issue to change the pickchar music with the updated theme. No sweat!
Shendare
06-05-2015, 04:17 PM
Yep, and I've made good progress on a converter to make the appropriate .emt file entries from the .eff data. It'll all be good.
Grimluck
06-05-2015, 04:19 PM
NICE! Now, I have a lot of work ahead of me. Not only do I need to finish working on the rest of the music themes with the updated virtual instruments, but now I have to go through all of the old zones and figure out the parameters for the new themes. What a big project ahead of me.
Shendare
06-05-2015, 04:30 PM
The .eff files contain the music entries for the zones as well, so those will carry over into the .emt file as you convert them. You'll be able to just change the entry's reference from, say, qeynos.xmi with xmiIndex 3 (pretending that's the theme for the Qeynos Monk guild area) to Qeynos_Monks.mp3 or whatever you'd like to do.
Grimluck
06-05-2015, 04:38 PM
Even better!
Grimluck
06-05-2015, 04:50 PM
So, I guess all I have to do is work on remaking all of those .xmi files into updated themes, and then once you get the files converted, just go within the files and change the files triggered into my updated themes. I love this stuff!
Shendare
06-05-2015, 04:52 PM
It's possible you could even find a program that would convert the old .xmi files into individual .mid files for each sub-song, which would be a headstart to upgrading them to nicer mp3s.
Grimluck
06-05-2015, 06:48 PM
I found an ultimate MIDI collection online where someone already did that.
Shendare
06-05-2015, 06:49 PM
Awesomesauce!
Grimluck
06-05-2015, 09:03 PM
Have you since stumbled across which file governs the merchant theme?
Shendare
06-05-2015, 09:35 PM
The merchant theme is song # 21 out of 24 in gl.xmi. Where the game is told to get it from there, I don't know. I haven't seen it in any config files, so it might be hard-coded.
Grimluck
06-05-2015, 09:46 PM
that list you gave of the 24 themes, is that the .xmi index parameter? Maybe I can change that value to trigger the my merchant.mp3 in the /sounds folder from an gl.emt file.
Grimluck
06-05-2015, 09:51 PM
Meh. Didn't work. Worth a shot. There's no way of editing the hardcode?
Shendare
06-08-2015, 09:32 PM
If it's really hard-coded into the client to play eqtheme.mp3 during load screens and character creation and selection, then the only way to change it would be to make changes to eqgame.exe, or one of the .dlls if that's where the coding is, and that's beyond the scope of my customization work.
On the other hand, while I've had a bunch of non-EQ real life things taking up my time lately, I've managed to finish up a working Eff2Emt converter with a graphical interface.
Give it a test and let me know how it works for you:
http://www.shendare.com/eq/emu/eff2emt/
Shendare
06-09-2015, 01:52 AM
Update: Made a download page and moved the source code to github.
Screenshot:
http://www.shendare.com/EQ/Emu/Eff2Emt/screenshot.png
Grimluck
06-10-2015, 06:17 PM
Excellent! Will get to work on these as soon as I can.
Yummy
06-13-2015, 12:57 PM
Grimluck and Shendar,
I just wanted to say I am monitoring and excited to see the progress of your project.
Grimluck, the music on soundcloud is amazing. Way to go! Also, I may have missed it, but do you have a download site for it? Love to listen on my laptop when disconnected.
Thank you.
Grimluck
08-17-2015, 01:43 AM
I'm sorry, but I realized I never showed you guys the music I have so far. It's available to download here (http://www.mediafire.com/download/llk9g8xd3u646w5/Everquest+Music+Reimagined+-+updated+7-5-15.rar), or if you prefer to stream it, here (https://soundcloud.com/everquest-music-reimagined). Thanks for all the help Shendare. :) I will get on this as soon as I can. I'm starting college soon, so I fear I won't be able to dedicate as much time to it as I would like, but eventually I'm going to complete this, and everyone will be able to enjoy this in game. :)
Shendare
08-17-2015, 01:51 AM
Wondered how things were going for you. Thanks for the update and the download link.
Sounds like you're having fun!
Grimluck
08-17-2015, 01:04 PM
Recreating the music is a blast! Testing the zones definitely takes some patience, haha.
pfyon
08-29-2015, 11:57 PM
I'm genuinely impressed. The changes are significant enough that they make the music sound better, yet subtle enough not to change the tone of the original audio.
Good work!
Grimluck
08-31-2015, 10:15 PM
Thanks, pfyon! Appreciate it. There's more to come. Hopefully I can get them all implemented in-game.
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