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- TUTORIAL - CHAPTER 1: Adding new music in Freelancer.

Here you find the different tutorials on editing and MODing Freelancer

Post Fri Apr 01, 2005 1:21 am

- TUTORIAL - CHAPTER 1: Adding new music in Freelancer.

Introduction:
In this tutorial, I will explain how to add or edit new music into Freelancer in simple, easy steps. Before we begin, this tutorial is assuming that you have downloaded the Source Distribution Package 1.3 from this site which contains all the uncompressed INI files for editing Freelancer. If you haven't done it, I recommend you do it before proceeding with this tutorial or find yourself an INI Decompressor/Editor on this site. There are many different kinds floating around here. Once you've done that, then your ready to start with this tutorial.

Difficulty:
Level 2 - Moderate

Process:
Step 1: Converting music to wav format.
First off, you must convert the music you want to add into wav format. It does not matter on the sampling rate. Some people say the wav file must be 22 kHz, but I'm here to tell you that you can add a wav file that is 44 kHz. I have done it myself. In order to convert the music you want into wav format, you need a good converter. I have Easy CD Creator 5 Platinum in which I use Soundstream to convert my music from mp3 to wma or wav format. if you can't find a copy of EZCD 5, then I recommend you do a search on the internet particularly GOOGLE and type in "Audio Converter". Browse around until you find a fairly cheap, free, or shareware program that will accomplish the task. For those of you who do use EZCD 5, you should know how to convert to different formats already, but in case you don't, feel free to contact me at [email protected]. I will give you good instructions on how to do it.

Step 2: Where to put the new wav file?
Okay, once you convert the music file from its old format to the wav format, its time to put it into the game. Go to the place where you installed your Freelancer files, and find your music directory. It will be located under x:\Microsoft Games\Freelancer\DATA\AUDIO\MUSIC where "x:\" is the drive that you put Freelancer on. Paste your new wav file into that directory and there you go. Your new music file is ready to go.

Step 3: Declare the new music file exists.
Your new music file is ready to go, but how does it play? First, you need to declare that it even exists. Find the INI file called music.ini which will be located under x:\Microsoft Games\Freelancer\DATA\AUDIO\ where "x:\" again is the drive that you installed Freelancer on. I recommend using notepad to edit "music.ini" or your INI Decompressor/Editor. Once you open music.ini, simply put in the following code. It does not matter where it goes in the file as long as it is there.

[Sound
nickname = your_music
type = music
file = audio\music\yourmusic.wav
attenuation = 8
streamer = true

NOTE: For those of you who do not know what "attenuation" or "streamer" is, I will explain it to you. Attentuation is the strength of the signal when it is played over the speaker. You can set this value anywhere from negative to positive where negative represents softer and positive represents louder. Play with this setting until you achieve the softness or loudness that you want to hear in the game. Next , what is "streamer"? Streamer from I understand means when the song is near the end, it slowly fades into nothing like you hear on some tapes or CDs of groups. There are only two settings to this one, true and false. Simple enough. Play with this one too until you achieve the desired effect.


Step 4: Telling it when and where to play?
Moving onward. You've declared your music file exists, but it still won't play because you have not told it to play when and where. That is when you must decide where you want to be when your music starts playing. For example, let's say you wanna set the background music when your flying in the New York System to play that new music file you just added. Okay, here is what you need to do. First find the folder that contains all the data for the New York System. It will all be located here: x:\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\LI01, where "x:\" once again represents the drive that you installed Freelancer on.

NOTE: You must know the Developer code names of systems if you should decide to add other music to the other systems.

Li01 = New York System, Liberty Space.

If you look through this site, you can find literally a dozen different charts that map the Developer codenames to their respective System Name. If not, again, contact me at [email protected] and I will provide you with one.

Now, once your inside that folder, look for Li01.ini. Again, I recommend using notepad to edit this file as well or for those of you who didn't download the SDK 1.3 , your handy INI Decompressor/Editor. Open up Li01.ini and find this block of code:

[Music
space = music_li_space
danger = music_li_danger
battle = music_li_battle

This is where you insert the nickname for your new music file. replace "space = music_li_space" with this: "space = your_music". Hooray! Your new music file will play when you fly around in the New York System. How easy was that!? Hopefully easy enough you'll feel comfortable doing it again with the rest of the music you want to add.

If you have any questions, let me know through replies on this post or contact me at [email protected].

Have a nice day!





- Supreme Commander J. Silver
- Commander-in-Chief
- LTS League

Edited by - lts_silver on 4/1/2005 2:23:17 AM

Edited by - lts_silver on 4/1/2005 2:25:07 AM

Edited by - lts_silver on 4/1/2005 2:27:52 AM

Edited by - lts_silver on 4/1/2005 2:28:27 AM

Post Mon Apr 25, 2005 6:10 pm

Your right about the sample rate but the reason its suggested to use 22khz is to keep the file sizes down to a reasonable level. If your adding large quantities of music it's not practicle to leave the rate at 44khz otherwise you'll end up with huge file sizes

Post Mon Apr 25, 2005 10:26 pm

If you're working with music... ideally, you probably want to use the Ogg Vorbis compression format that DA used for their audio streams...

And Audacity is a free, high-powered audio editor... imo, much superior to most other things, because you can even synthesize entirely new sounds with it, resample things, apply various effects processors, etc. If you haven't tried it, give it a whirl... it's not terribly hard to figure out, and fun to make new noises with

Post Tue Apr 26, 2005 1:18 pm

Can you give the link to that program, sounds really interesting. Also Gibbon, I appreciate the extra information about the sampling rate. What I was trying to do was let people know that the sampling rate doesn't matter in order to play music in freelancer, but that information you provided could come in handy.

Oh, just FYI, I hope my tutorial is easy to understand and read. I've read some of the tutorials on these forums, and no offense meant to the writers at all, but some of them are hard to follow. Doesn't have anything to do with grammar or spelling just hard to follow along. I don't know if anyone else has had this problem, but I wanted to make a detailed yet simple tutorial to follow.

Edited by - lts_silver on 4/26/2005 2:19:53 PM

Post Mon May 09, 2005 10:02 pm

I've been playing with the music and Ive found some wavs cause CTD at the end of playback - any tips?is there a minimum length below which files will cause this lockup/c.t.d condition? also argh what is this ogg compression for wav's you're talking about - any information would be appreciated,i will check out audacity meanwhile and see if that can fix my files

Post Tue May 10, 2005 2:55 am

Could you be more specific about what you mean by CTD?

Post Tue May 10, 2005 4:41 am

It means Crash To Desktop,a common problem with modding Freelancer & not getting it right.

Post Tue May 10, 2005 11:03 am

Freelancer does not use Ogg Vorbis for anything. When making compressed sound files for this game you must stick to the original (not hacked) version of the Fraunhofer MP3 Codec. Compressed files must have a RIFF-WAV header added to them in order to work (this is more than just renaming the file to .wav).

Post Tue May 10, 2005 9:08 pm

aaaaaaaaaghhhh!okay so you're saying FL has MP3 format wavs? o_O what is this header & how do I attach it-better yet what program would you recommend

Post Thu May 12, 2005 9:54 pm

Personally i use Soundforge 6.0 or 7.0, does all the conversion for you at a drop of a hat and i've had no problems sticking new music files in

Post Sun May 15, 2005 4:17 pm

You can use CDex (free software) to compress your wav files and add the RIFF-WAV header. As my work on the Freelancer audio format progresses I will release more information.

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Mon May 16, 2005 8:57 am

thanks Louva-Deus - I'd like to give a tip to all the modders out there about the CTD and the following stall that occurs as microsoft's error reporting agent loads.Go to control panel,system,advanced tab,and at the bottom you'll find a button named Error Reporting - click it & you can disable reports system wide or just for freelancer,this will save a lot of time when you are debugging as you no longer have to wait for the send/do not send dialog.

Post Mon May 16, 2005 11:43 am

Might as well throw this in here:

If you are using music from bands/groups etc., that is not yours to distribute, you MUST get written permission from them first. Not only will TLR not host a file without proper permission (as far as I know), but I think it also falls under a copyright law (or something...I'm a kid, I'm not so certain about every single law )

L.D.

P.S. - And getting permission is not always free...A minor sum of anything over £200 GBP is stopping me from releasing a mod with a drop dead perfect soundtrack ...

Post Tue May 17, 2005 7:39 am

Distributing copyrighted music is illegal.

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Wed Aug 03, 2005 2:53 am

This debate about what's illegal or not has been done to death in various posts, partly by me, i've worked in the music business for years so i have an insiders point of view as to what is illegal or not.

There are some mods on TLR that definately have copyrighted music used without permission, no arguments there, i can name names but i shall refrain (no pun intended lol) from doing so. If as a modder you wish to use already copyrighted material then you must seek permission from the original authors or from the publishers. If they were to get wind of the fact you are using their tunes then a lawsuit is guaranteed unless you cross someones palm with silver.

The only saving grace here for the modding community is whose going to find out? Chances of Jeff Beck or Guns 'n' Roses playing FL are slim at best. So you take your chances like everyone else on this matter really, the fact these mods are free does help, but i guarantee the music within, if from a known artist is not so be careful when sticking your favourite tunes in a mod. Do this at home and don't post it here otherwise it could mean trouble for everyone!

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