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Thread: Playing Non-MIDI music using the std. sound object

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    Playing Non-MIDI music using the std. sound object

    [size:20pt]Playing Non-Midi music using standard object[/size]

    Hello, everybody. I wrote this article, because many of you using DirectShow, or something to play non-midi music. But you not have to! I in this simple tutorial will show you how to play music using standard sound object and this will not MID music!

    [size:17pt]First create new project![/size]

    Of course you must create new project to use this hint (or you can use your actually game project, but I don't recommend you that. Because you can destroy you project by accident). So click the button. Click two times on frame to open it, and go to event editor.
    Add event. Click using right mouse button in 's column and select .

    [size:17pt]Channeling music[/size]

    We have no samples (actually music files ) in our game, so we click button in section. We select file (Note about supporting formats: MMF 2 in standard sound object supports following formats:
    Tracker music: .mod, .xm, .it, .s3m
    "Normal" formats: .aif/.aiff, .wav, .ogg
    If you have mp3 music, you can convert it to ogg vorbis - it have better compression level with better quality. If you have other tracker music you have to use ModFX 3 ModFusion e.
    So we selected a music file. Now we must select the channel from range 1-32. For music I use 5, but you can use another. Now we add event and we choose THE SAME channel number, what we used for music. Now we copying 's action from previous event.

    [size:17pt]Ending[/size]

    We should have something like this in event editor:


    If you make all with the instructions the music should playing in infinite loop.

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    Re: Playing Non-MIDI music using the std. sound object

    Handy little article, we know where to send this sort of question now. Cheers :grin:

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    Re: Playing Non-MIDI music using the std. sound object

    Could be a handy article since the sound terms music and samples seem to confuse people.
    The music term you see here is just a term for MIDI type files.
    The samples term is used for wav type files.
    It has nothing to do with "background music" or sound effects.

    For looping some "background music" thats a sample supported format.....

    I might just select the option under the sound icon to

    Play and loop sample
    Pick a sound file supported under this option (OGG mostly for me)
    And set the loop count to 0

    This will cause the sound file to loop and play till you end your application or do something to make it stop.

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    Re: Playing Non-MIDI music using the std. sound object

    Yes, but if I want to change music, for example when boss' coming this will not works, but when I use additional conditions like Global Value Music id = 5 in event, I will can do something like this to change music:
    Change Global Value Music id to 8
    Stop channel 5 <- 5 = the channel what we used for playing the music

    But it is more advanced and you possibly can't understand this...

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    Re: Playing Non-MIDI music using the std. sound object

    lol OK

    When I want to change the background music I just tell the looping one to stop and play the new one.

    Never had a problem in 12 years of using the products but your ideas are fine also.

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    Re: Playing Non-MIDI music using the std. sound object

    Nice article, but I already did that with my games lol. Never convert music into .wav, because that format is BIG!


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    Re: Playing Non-MIDI music using the std. sound object

    BUMP, because of disappearing this article - for some persons it can be useful

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