Adding Music to EL
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revan1611
- Ensign

- Posts: 1
- Joined: Tue Apr 26, 2016 11:57 pm
- Location: Moldova
Adding Music to EL
Hi everyone, i've read the guide on how to add music to the game, and i understood nothing
. Can someone please provide a step by step guide on how to convert music to right format and how to add it to the game in simple words please.
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Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Re: Adding Music to EL
Maybe I can help parse it out a little more (this is from the customizing kit here: http://www.starwraith.com/evochronlegac ... readme.htm ):
You can use multiple music tracks for various threat levels. There are 3 levels you can use 3 separate music tracks for. The first level will play the selected track when there are no hostiles around. The second will play when a few hostiles are nearby. The third will play when many hostiles are nearby. Certain events can also trigger a transition from one music track to another, including when hostile reinforcements jump in to assist their allies, when you bribe hostiles to moderate threats, or if hostiles disengage and jump out of the area. The game will automatically fade out the current music track being played, then load and start the new one when a transition is needed. It is recommended that the music you import fade in at the start so the transition is smoother. You may want to structure the music so a softer ambient track plays when there are no hostiles nearby and more energetic music plays when hostiles approach.
All music is grouped into sets of 3. A low threat level (best for soft ambient music), a medium threat level (for a few hostiles in the area), and a high threat level (high action music). So to import your own music, you need to set up at least 3 songs in one group to fill each threat index (1-3). The game will take of selecting which song to play and when, you just need to include the song files in sets of three for each group of songs you want the game to use.
You can import up to 300 custom songs in 100 sets of three, one song in each set of three for each level. The system is completely random, so it can often play a unique song when there is a transition to a different threat level. Import the songs in order starting with the first set using slot 1 (example: musiclevel1-1.ogg, musiclevel1-2.ogg, and musiclevel1-3.ogg).
Again, you'll need three songs for each set of threat levels and the game requires at least one set of three songs. Each song set is indicated by the first number in the filename. Each threat level in each set is indicated by the second number. So musiclevel1-1 would be for set 1 threat level 1. Musiclevel1-3 would be for set 1 threat level 3.
To use the this option, use a folder named \music and the following filenames:
musiclevelX-Y.ogg = random in-game threat level/event driven music (X is a number from 1 to 100 representing the 100 possible sets of 3 songs, Y is a number from 1 to 3, 1 being the lowest threat level, 3 being the highest).
All song files must be placed in a folder named \music within the game's install folder. For Steam users, that folder is usually c:\Program Files (x86)\Steam\SteamApps\common\Evochron Legacy. For direct download users, the folder is usually c:\sw3dg\EvochronLegacy. So create a folder in that install folder location named \music and place your song files inside.
The supported format is OGG and you can generally use a sample rate and bitrate you might prefer. 22 KHz stereo and 44KHz stereo should both work fine. If you have music in WAV or MP3, you can load them in a sound editor and save out in OGG to complete the conversion. GoldWave is a good program for this as an example.
You can use multiple music tracks for various threat levels. There are 3 levels you can use 3 separate music tracks for. The first level will play the selected track when there are no hostiles around. The second will play when a few hostiles are nearby. The third will play when many hostiles are nearby. Certain events can also trigger a transition from one music track to another, including when hostile reinforcements jump in to assist their allies, when you bribe hostiles to moderate threats, or if hostiles disengage and jump out of the area. The game will automatically fade out the current music track being played, then load and start the new one when a transition is needed. It is recommended that the music you import fade in at the start so the transition is smoother. You may want to structure the music so a softer ambient track plays when there are no hostiles nearby and more energetic music plays when hostiles approach.
All music is grouped into sets of 3. A low threat level (best for soft ambient music), a medium threat level (for a few hostiles in the area), and a high threat level (high action music). So to import your own music, you need to set up at least 3 songs in one group to fill each threat index (1-3). The game will take of selecting which song to play and when, you just need to include the song files in sets of three for each group of songs you want the game to use.
You can import up to 300 custom songs in 100 sets of three, one song in each set of three for each level. The system is completely random, so it can often play a unique song when there is a transition to a different threat level. Import the songs in order starting with the first set using slot 1 (example: musiclevel1-1.ogg, musiclevel1-2.ogg, and musiclevel1-3.ogg).
Again, you'll need three songs for each set of threat levels and the game requires at least one set of three songs. Each song set is indicated by the first number in the filename. Each threat level in each set is indicated by the second number. So musiclevel1-1 would be for set 1 threat level 1. Musiclevel1-3 would be for set 1 threat level 3.
To use the this option, use a folder named \music and the following filenames:
musiclevelX-Y.ogg = random in-game threat level/event driven music (X is a number from 1 to 100 representing the 100 possible sets of 3 songs, Y is a number from 1 to 3, 1 being the lowest threat level, 3 being the highest).
All song files must be placed in a folder named \music within the game's install folder. For Steam users, that folder is usually c:\Program Files (x86)\Steam\SteamApps\common\Evochron Legacy. For direct download users, the folder is usually c:\sw3dg\EvochronLegacy. So create a folder in that install folder location named \music and place your song files inside.
The supported format is OGG and you can generally use a sample rate and bitrate you might prefer. 22 KHz stereo and 44KHz stereo should both work fine. If you have music in WAV or MP3, you can load them in a sound editor and save out in OGG to complete the conversion. GoldWave is a good program for this as an example.
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Andrew Corones
- Ensign

- Posts: 1
- Joined: Mon Aug 29, 2016 12:02 pm
- Location: UK, Chester
Re: Adding Music to EL
Thanks for sharing!Vice wrote:Maybe I can help parse it out a little more (this is from the customizing kit here: http://www.starwraith.com/evochronlegac ... readme.htm ):
When the wrong people leave your life, the right things start happening.
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Radikal
- Lieutenant

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- Location: VAUSA
Re: Adding Music to EL
If you want to keep the original music and just add to the game, can you start with set 4?
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Scavenger4711
- Lieutenant

- Posts: 150
- Joined: Tue Jan 26, 2010 7:40 pm
- Location: Germany
Re: Adding Music to EL
I don't think so... Afaik f there's a song number missing, (e.g. you have musiclevel1-1.ogg, musiclevel2-1.ogg, musiclevel4-1.ogg with #3 missing) then it won't work. And I think you have to start at 1.Radikal wrote:If you want to keep the original music and just add to the game, can you start with set 4?
But I might be wrong on this. Have you tried it already, perhaps?
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matchbox2022
- Commander

- Posts: 609
- Joined: Fri Nov 13, 2015 3:21 pm
Re: Adding Music to EL
One for sure solution would be to simply rip the music from the TEMP folder which evochron dumps sounds to and then make it part of your own mod.
And yes, tracks must go 1-x 2-x or 3-x.ogg with x being between 1-10.
source: I've been doing a lot of sound stuff.
And yes, tracks must go 1-x 2-x or 3-x.ogg with x being between 1-10.
source: I've been doing a lot of sound stuff.
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Radikal
- Lieutenant

- Posts: 136
- Joined: Fri Sep 25, 2015 7:53 am
- Location: VAUSA
Re: Adding Music to EL
The game has 3 sets not 2, therefor custom music would start with set 4.Scavenger4711 wrote:I don't think so... Afaik f there's a song number missing, (e.g. you have musiclevel1-1.ogg, musiclevel2-1.ogg, musiclevel4-1.ogg with #3 missing) then it won't work. And I think you have to start at 1.Radikal wrote:If you want to keep the original music and just add to the game, can you start with set 4?
But I might be wrong on this. Have you tried it already, perhaps?
Edit:
Without putting a copy of the game music in the mod folder it only plays the original game music.

