I'd like to announce a new resource for MTM2 track makers, featuring a new technology for MTM2.
Please have a look at: <a href=http://mtm2.com/~trackville/music>Track Tracks</a>
It's a few pages that are all about music in MTM2 and I hope the simplified info will be useful to all. Even an old Pro should learn something new.
The "Music.pod" page offers information and downloads related to changing the stock music, of interest to everyone. The "Notes" page offers suggestions and information for creating and using custom music in MTM2 tracks, of use to all track makers.
The ".MOD" pages showcase the new technology - using .MOD music in MTM2 tracks, on the overview page I've boiled it all down to the basics...
The Technology: the mod advantage.
The Trick: what a pro needs to know.
The Technique: basic instructions for an intermediate level.
The Instructions: exhaustive instructions for rookies.
The MODs: a treasure trove of .MODs, with an introduction and instructions for their use, of use even outside of MTM2.
Notes: Some .MODs listed may not work properly in MTM2, if you find one you wish to use there is some hope that it can be fixed with a 'tracker'.
Track Tracks - Music for MTM
Great collection of information as always wk. In the whole page though you have the following:
>>A 60 second .wav at 11,025 Hz, 8 Bit, mono is ~630kb
>>A 60 second .wav at 22,050 Hz, 8 Bit, mono is ~1300kb
>>A 6 minute .mod at 44,000 Hz, 16 Bit, stereo can be as little as >>100kb
Does this mean that the game will only accept these settings? I am trying to get an mp3 to a usable file format. The actual mp3 is only 2 minutes. If i can get it to a .wav will mtm accept it even though it is 2 minutes.
>>A 60 second .wav at 11,025 Hz, 8 Bit, mono is ~630kb
>>A 60 second .wav at 22,050 Hz, 8 Bit, mono is ~1300kb
>>A 6 minute .mod at 44,000 Hz, 16 Bit, stereo can be as little as >>100kb
Does this mean that the game will only accept these settings? I am trying to get an mp3 to a usable file format. The actual mp3 is only 2 minutes. If i can get it to a .wav will mtm accept it even though it is 2 minutes.
Thanks guys.
>> "Does this mean that the game will only accept these settings?"
I used those examples in order to make size comparisons - you can make your WAV as long as you like, but those 'bitrates' are the only practical ones (if not the only possible ones).
The WAVs in the music.pod are 22,050 Hz, 8 Bit, mono
The WAVs in the sound.pod are 11,025 Hz, 8 Bit, mono
Some music won't go as low as 11,025 without sounding horrible, which may explain why the music in the music pod has the more acceptable bitrate. One has to experiment and see what works best. ;-)
- Learn how to make your own replacement pods and custom music soundtracks in depth at <a href=http://rhinoseros.com/~mtmg/music.html>MTMG Music</a> and <a href=http://rhinoseros.com/~mtmg/sound.html>MTMG Sound</a>.
By the way Kdawg, in the other thread - I meant to say that the Winamp "diskwriter" writes WAV files to disk, rather than playing the MP3.
Thanks br8bbit313. I downloaded a few of the zipped MODs and had no problems, and the files on the site all appear to be fine. It may be that your downloads were cut short due to heavy network traffic, or perhaps a download utility (if you're using one) didn't work well with the host.
>> "Does this mean that the game will only accept these settings?"
I used those examples in order to make size comparisons - you can make your WAV as long as you like, but those 'bitrates' are the only practical ones (if not the only possible ones).
The WAVs in the music.pod are 22,050 Hz, 8 Bit, mono
The WAVs in the sound.pod are 11,025 Hz, 8 Bit, mono
Some music won't go as low as 11,025 without sounding horrible, which may explain why the music in the music pod has the more acceptable bitrate. One has to experiment and see what works best. ;-)
- Learn how to make your own replacement pods and custom music soundtracks in depth at <a href=http://rhinoseros.com/~mtmg/music.html>MTMG Music</a> and <a href=http://rhinoseros.com/~mtmg/sound.html>MTMG Sound</a>.
By the way Kdawg, in the other thread - I meant to say that the Winamp "diskwriter" writes WAV files to disk, rather than playing the MP3.
Thanks br8bbit313. I downloaded a few of the zipped MODs and had no problems, and the files on the site all appear to be fine. It may be that your downloads were cut short due to heavy network traffic, or perhaps a download utility (if you're using one) didn't work well with the host.
How'd you figure that out?
Changin the 0 to a 3 i mean?
You said it was 4 in mtm1 and 0 in mtm2 was it ever anything different?
How'd you figure that out?
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Visit my site
Changin the 0 to a 3 i mean?
You said it was 4 in mtm1 and 0 in mtm2 was it ever anything different?
How'd you figure that out?
------------------
Visit my site
I'm glad you asked, hehe. It was nothing short of a stroke of genious! Nah, not really... just the result of following a strange whim, nothing but mad science. After playing with Evo SIT conversion for a time, and somewhat inspired by aspects of it (dealing with "versions"), I decided to go back and see if I could do what I'd tried very hard to do long before, which I once wanted badly but thought impossible (I mentioned this in the old SIT file editing thread) - getting MTM1 style mod music to work in MTM2 tracks. Previously, the best I could do was get MOD music "along with" the 'metalcr2' track palette limitation, making it an mtm1 track basically. I'd listened to "mod" music for years before mtm and the file size and song length aspects really appealed.
Following a whim I decided to see what would happen if I changed the numeric value at the top of the .LVL file, having figured out that number was what separated mtm1 tracks from mtm2 tracks (along with one line in the sit file). I didn't know what to expect, I might unlock a flight sim for all I knew. I hooked up a mod before experimenting, just in case, I then changed the value to "3" and whattayaknow, that was the secret. Why it works I have no idea. Other numbers were never used in previous TRI games, if I remember correctly.
Following a whim I decided to see what would happen if I changed the numeric value at the top of the .LVL file, having figured out that number was what separated mtm1 tracks from mtm2 tracks (along with one line in the sit file). I didn't know what to expect, I might unlock a flight sim for all I knew. I hooked up a mod before experimenting, just in case, I then changed the value to "3" and whattayaknow, that was the secret. Why it works I have no idea. Other numbers were never used in previous TRI games, if I remember correctly.
Well, for starters I'd recommend the ModPlug Tracker, by the author of the mod player I recommended: http://pweb.jps.net/~olivierl/
It's about as user friendly as they get, and it edits, creates and even converts, but understand from the start that "conversion" simply isn't a practical or useful endeavor, so you might as well not even consider that as a possibility.
Other "trackers", rippers and converters can be found at: http://www.soundtrackers.de
It's about as user friendly as they get, and it edits, creates and even converts, but understand from the start that "conversion" simply isn't a practical or useful endeavor, so you might as well not even consider that as a possibility.
Other "trackers", rippers and converters can be found at: http://www.soundtrackers.de