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PostPosted: Mon May 11, 2020 11:05 pm 
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Some of you gents are insane with these 20 - 30mb music clips! As an example, I took Draco's 24mb clip;
AMB-SNES-TRIC-TROT, converted it to 22050 single channel, then encoded it to Trespasser's unique block
alignment. What I turned out was a wav file of 1.45mbs. Naturally, it'll only play inside of the game or by
the tpa_player (normal wave players don't play Trespasser's compressed wavs as you know), but it sounded
ok to me (both in the player and in_game).

24mbs down to 1.45mbs is a big difference -


Attachments:
File comment: snes music wav
AMB-SNES-TRIC-TROT_ENCODED.zip [1.29 MiB]
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PostPosted: Mon May 11, 2020 11:38 pm 
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Yeah, that's why I joked about Drac having included the whole Jurassic Park soundtrack by John Williams in his TPAs...

Oh, and Rebel, my player has no problem playing it...

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PostPosted: Mon May 11, 2020 11:46 pm 
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Quote:
Oh, and Rebel, my player has no problem playing it...


What player do you have, machf? I know windows player won't play them, I don't think
audacity does either, does it?

btw, the encoder listed on the main site doesn't work correctly, maybe that's why Draco
said when he tried it the produced wave sounded lousy.


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PostPosted: Tue May 12, 2020 3:08 am 
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Media Player Classic, Home Cinema Edition, with FFdshow for the codecs.

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PostPosted: Tue May 12, 2020 5:15 pm 
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machf wrote:
Yeah, that's why I joked about Drac having included the whole Jurassic Park soundtrack by John Williams in his TPAs....

Hah. That was in reference to EastDock, I remember that. I got pretty upset about the comment, too :lol:

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PostPosted: Tue May 12, 2020 5:49 pm 
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I think the TPAs added up to about half the tonnage of the level...

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PostPosted: Wed May 13, 2020 1:54 pm 
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Well, there's a few more in the link below. Drac, your chaos-island music was 42mbs! That's insane. It's encoded down
to 2.7mbs. I'm not opposed to super stereo quality music clips, but I'd at least drop the sample rate down to 22050, you
could do so without a noticeable loss of quality.

https://www.mediafire.com/file/eofhwf1k ... ps.7z/file


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PostPosted: Wed May 13, 2020 2:32 pm 
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Too bad Lee is not that active. Otherwise we could ask for a system for CE where you could store the audio files in their own folder and it would read/play them. Kinda like how you can setup a folder to store the screenshots in. :) They would just be named with their ID used.

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PostPosted: Wed May 13, 2020 3:30 pm 
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Trespasser at some point allowed you to do that, sort of. Only that you needed the sounds saved as .CAU files, and referenced them by their names. Look at the old documents:

TRIGGERS - Temp 0705.doc wrote:
AUDIO ACTIONS

Samples and location
Samples are currently specified my filename. The filename is relative to the audio directory that is local to the current .GRF file. If the .GRF file is in C:\Test and the specified sample is Voice00.CAU then the full of the sample will be C:\Test\Audio\Voice00.CAU

File Format
Triggers will not load .WAV files, only .CAU files which are the internal game format and are optimized for compressed streaming. The compression used within the .CAU file is controlled by the compression tool and is hidden from the rest of the system, therefore it does not need to be specified.

Information
See the audio document for more details and suggested formats.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed May 13, 2020 4:20 pm 
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Do we know if the game still supports this?

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Wed May 13, 2020 6:41 pm 
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No idea, it's worth a try...

If the code is still present, it could be modified to play regular WAV files, too.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed May 13, 2020 7:31 pm 
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A quick test with the demo show it doesn't work. I wonder if older GUIApp versions (E3) can do it.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Wed May 13, 2020 8:10 pm 
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I'm sure they ditched that idea early on in the engine's development, tatu. Instead of having hundreds of .cau files sitting inside of
a folder, they (and I'd assume that would have been wyatt) developed the .tpa file format. A lot of the games I've played do have
the audio sitting inside of a folder (Indiana jones comes to mind), but it isn't the sheer number that Trespasser uses.


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PostPosted: Wed May 13, 2020 8:23 pm 
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Some games, both old and modern ones support both. They have packed files that will be read first, then anything else that is unpacked/placed outside of them will overwrite what is inside the packed files. :)

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Wed May 13, 2020 8:38 pm 
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Heh, Chaos Island music? Which track are you referring to...

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