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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |
06-01-2015, 05:06 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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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.
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06-01-2015, 05:13 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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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)
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06-01-2015, 05:16 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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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.
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06-01-2015, 05:27 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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
Last edited by Shendare; 06-01-2015 at 05:28 PM..
Reason: Forgot to copy/paste example
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06-01-2015, 05:37 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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That's it! I'm no developer though, so I would have no clue what to do.
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06-01-2015, 05:42 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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
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06-01-2015, 05:57 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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.
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06-01-2015, 06:00 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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That's excellent. However, I do not see any .emt files for the classic zones besides lavastorm, nek forest, and plane of hate.
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06-01-2015, 06:02 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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.
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06-01-2015, 06:41 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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So by creating the files in the directory, i would have to log in and zone in, and the server would populate the file?
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06-01-2015, 06:45 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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.
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06-01-2015, 06:50 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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Quote:
Originally Posted by Shendare
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.
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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.
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06-01-2015, 06:52 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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
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06-01-2015, 07:00 PM
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Sarnak
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Join Date: Jun 2015
Posts: 46
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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?
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06-01-2015, 07:02 PM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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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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