Using Ogg-Vorbis Musics
The old known method was to convert Ogg vorbis into WAV format, then making ImpulseTracker out of them which had several disadvantages with it (such as loss quality, huge filesize etc etc...).
But the advantage of using Oggs directly as music are high quality musics at relative small filesize.
How to make Ogg files
If your music is in MP3 or WAV format, then you can simply just use Ogg Converter tool: OGG Converter homepage.
If you'r music is in any other format, but is known format by WinAmp, you can simply follow these steps:
- Open up the music with WinAmp.
- Press Ctrl + P to enter preferences.
- Go to groups "Plug-ins", "Output".
- Select "Nullsoft Disk Writer plug-in..."
- Select "Configure"
- Make sure to check "Display 'Save-as' dialog for every file" aswell as uncheck "Single-file mode" and "Convert-to-format" if you want.
- Now close down both windows (Configure windows).
- Make sure you disable song looping.
- Play song, and it should ask where to save the WAV file.
- After its done writing the song, go back to Preferences with Ctrl + P.
- Reselect "DirectSound output..".
And now you have a WAV version of your music.
Making use of the song in your map
Simply launch your UnrealEd and go to Music Browser (the note button on top):
- File > Import...
- File format: OGG (*.ogg)
- Select your file and press Open.
Then just save the music file and make use of it.
Setting loop points
Only works with Unreal and Ogg vorbis musics, NOT MP3's or any other formats.
- Open up your song with WinAmp again (before you import into editor).
- Right click at music title, select "View file info".
- Remove any Title, Artist, Album information and fill in only on Comment:
- Replace 0 with looping start point (% of the song).
- Replace 100 with looping end point (% of the song).
You can easly check out what percent it should be by listening at the song and pressing down the slider bar on song position.
Then just test it by listening on UnrealEd the song.