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Topic: Problems with playing .mod files (Read 2560 times)
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Novus
Enlightened
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Posts: 1938
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MODs on Precursors site sound OK to me in Modplug-XMMS 2.05 on Linux. Which version of the game are you comparing them to? Are you saying SC2 has completely different tunes to the ones on the Precursors site, or do they just sound different?
Have you tried using the MOD files included in UQM instead of the ones on the Precursors site? They should be the same, though.
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Novus
Enlightened
Offline
Gender:
Posts: 1938
Fot or not?
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Sorry, I was kinda vauge. What I mean is, the .mods from the Precursors site sound different then the music in UQM. Like, much lower quality samples.
I suggest you check the quality settings in ModPlug Player. Although MOD files contain their own (by modern standards quite low quality) instrument samples, the sampling frequency at which they are mixed together and the method (interpolation) used to resample them to the mixing frequency strongly affect the resulting quality.
Basically, unless you are really short on CPU time, a good setup for MOD files is 44.1 kHz 16-bit stereo (CD quality) with the most advanced interpolation method available ("high quality", apparently, whatever that means). That corresponds roughly to UQM's "high quality" setting.
ModPlug also has a bunch of additional effects like EQ, reverb and surround that UQM doesn't use.
And I can't seem to find the .mod files in the UQM directory on my computer anywhere....am I looking in the wrong place?
The .uqm files in content/packages (in the UQM directory) are actually ZIP files containing all of the game data in easy-to-read form. See content management section of UQM wiki for details. The PC music is stored as MOD files, the text as UTF-8 text, the graphics as PNG and so on, making it almost trivial to extract and modify content.
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