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Getting .wav .mp3 files into Unreal

Everything you know about music composition and music editing for Unreal. Present your music here (only free music).
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thenewkgb
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Getting .wav .mp3 files into Unreal

Post by thenewkgb »

Hi I just registered today.

I browsed through yet could not find any information to convert music I make in Fruity Loops 20, to get inside my level I make in UnrealEd.

I did a quick search and found out about ModPlug.

How many ways are there to convert newer songs into my mod?

many thank yous,
newkgb
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Hyper
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Re: Getting .wav .mp3 files into Unreal

Post by Hyper »

http://www.hypercoop.tk/infobase/archive/wavtoumx/tutes/wavtoumx.html
(Warning: This makes BIG files)
Last edited by Hyper on Mon Oct 22, 2018 1:12 am, edited 1 time in total.
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Re: Getting .wav .mp3 files into Unreal

Post by Captain_Clark »

If you're using 227, then export your music as a .ogg file and import it straight into the editor (obviously then saving as umx from the editor ;) ). People using galaxy as their audio renderer unfortunately won't be able to hear the music, but that's their loss.

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Buster
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Re: Getting .wav .mp3 files into Unreal

Post by Buster »

I have a few audio tools available for download on my site, including modplug tracker and a tutorial.

https://gatherstone.oldunreal.com/editor.htm

dBAmp-Music 10.1 - mp3 converter.
https://gatherstone.oldunreal.com/sb_to ... -music.zip

MP Tracker - converts wav to umx.
https://gatherstone.oldunreal.com/sb_to ... racker.zip

"wave & mp3 to umx"
http://unrealtexture.com/Unreal/Downloads/Tutorials/Converting%20wave%20songs%20to%20music%20modules.doc
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yrex .
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Re: Getting .wav .mp3 files into Unreal

Post by yrex . »

I don't recommend doing any of the "wav to umx" because this results in BIG and ugly pseudo-mod files.

You could TRY to export your FL project to MIDI, then import the MIDI into modplug etc., but there are MANY things that can (and will) go wrong here...

Unreal can also play MP3 files packed in a WAV container, but 1) the support for this varies (probably only Galaxy), 2) they will be stored as "sounds" instead of "music", so they'll behave differently, 3) MP3s may not loop seamlessly.

One could also try to combine the above with OGG, with a script that picks the correct thing based on your audio driver...
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thenewkgb
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Re: Getting .wav .mp3 files into Unreal

Post by thenewkgb »

So :D loads of ways :D


The best course of action then would be to learn a Tracker and design the music straight into that?

I am learning FL more so will definately try out these converters. Buster's converters must of took you some time to create and... you are awesome for that.

Thank you for the replies!

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Buster
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Re: Getting .wav .mp3 files into Unreal

Post by Buster »

I didn't create them. I have tested and used all the stuff on my site using Gold 226b, Classic 225F, and with the 227i patch for both Gold and Classic.

The only claims I have are the maps I've made, the skins and skyboxes and prefabs (oh my), exporting the DualMag script so it's a stand alone pickup item, and exporting the NBSpInfo script. (The DualMagMut was created for me, by request).

The wav/mp3 to umx tools (and tutorial) do the job. I used this stuff to turn a Zeppelin mp3 into background music in a map. A little mod of the map DmCobblestone.

https://gatherstone.oldunreal.com/sb_ma ... estone.zip
Last edited by Buster on Mon Oct 22, 2018 7:42 pm, edited 1 time in total.
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thenewkgb
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Re: Getting .wav .mp3 files into Unreal

Post by thenewkgb »

ok

Well importing the .ogg file couldn't be done. I'm having panic attacks about installing ModPlug as Windows doesn't trust it.
I better get over my worries about ruining my machine here.

If I want mp3 or wav in my levels I think I'll give your methods a good going over.
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Buster
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Re: Getting .wav .mp3 files into Unreal

Post by Buster »

The version of ModPlug I have on Gatherstone is one of the last 'free' releases, back in their early days before they started asking for money. So, of course, Windows sees it as an issue. It's mostly an installer thing. It causes no problems that I've noticed.

It's not very user friendly, but it does the job. Just follow the tutorial closely.
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.:..:
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Re: Getting .wav .mp3 files into Unreal

Post by .:..: »

I don't see how they are charging money for modplug tracker?
https://openmpt.org/
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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thenewkgb
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Re: Getting .wav .mp3 files into Unreal

Post by thenewkgb »

Hey guys
I didn't want to seem rude... ask a question and run away. I'm modifying this post loads.

I tried saving the .wav I imported and sorted, but it would only allow me to save as .mptm, I guess that is the project file for ModPlug. How can I save as a file UnrealEd would recognise? It could only export as .midi, .flac or .mp3.

Compatibility Export is greyed out. I can create new .it, .mod etc.

If you wanted to chat more about anything then go ahead.
Last edited by thenewkgb on Tue Oct 23, 2018 10:27 pm, edited 1 time in total.
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Buster
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Re: Getting .wav .mp3 files into Unreal

Post by Buster »

It's the dbAmp one that now charges, I guess. It's been a while since I've worked with ModPlug. I still use the dbAmp to change the bitrate of mp3's I put on my smart phone.

Following the tutorial does work to convert a mp3 to umx. You just have to convert it to a wav first. That's why I have the dbAmp on my site.
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thenewkgb
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Re: Getting .wav .mp3 files into Unreal

Post by thenewkgb »

I think the best course of action is to register with openmpt.org and ask questions there. When I found an answer I'll update my first post.
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Smirftsch
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Re: Getting .wav .mp3 files into Unreal

Post by Smirftsch »

lets not forget that .mp3 can be imported and used as well- and working in all soundrenderers. What's the legal status of mp3 anyway iirc it's patent changed? Perhaps we can officially support it in 227j.
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Buster
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Re: Getting .wav .mp3 files into Unreal

Post by Buster »

Gotta love progress. To heck with all the tutorials and converting, etc. Just import it and you're good to go. Yay!

What's next? Talk into a mic, describe the map you'd like to play in, hit the build button, wait a few minutes and you've just made a map.

What You Speak Is What You Get
The next step in game engine interface. A verbal game editor.
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Dr.Flay™
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Re: Getting .wav .mp3 files into Unreal

Post by Dr.Flay™ »

I have to say, that the WAV to UMX tutorials are all based on the same 2 original dated tutorials with now obsolete software.
The tutorials also do not tell you what or why you are doing anything, so you cannot easily do the task in other software.
I wrote a modern tutorial using Audacity, and explained each step so that the same task can be done with any OS or software, but since the new renderers are available, it is as obsolete as the original tutorials

Only convert audio files to WAV for import if you need to support old versions of Unreal.
If you intend to use the current version and produce maps with it, ignore low quality massive WAV imports.
Even UT99 has the same audio renderers available now so there is no reason to not use OGG, MP3, FLAC.... or any other from the huge list that is now supported.

OGG (or other) to UMX is so quick and easy I even slowed down doing it, so my tutorial vid is more than 10 seconds long


WAV imports = 8bit 11kHz mono files of audio mush
Direct imports of original media = 16bit 44kHz stereo high fidelity audio (or higher quality)
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thenewkgb
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Re: Getting .wav .mp3 files into Unreal [a review]

Post by thenewkgb »

Sorry for reliving an old thread, and also for taking time up with your answers - yet looking back I can see some of the mistakes I made. I was 36 years old in 2018 and had no maturity oddly enough. I was very excited to mod Unreal and make music and program new things. I didn't know what it takes. The idea dawned on me after posting to Stack Overflow and my 2 questions were down-voted to -1, and basically had to learn to read-up and research before asking questions that can be explained by the developers that made it. It seemed daunting. I never did get music playing in Unreal and moved onto other engines/tools, but still today the excitement can fog my brain. I have to remember that developers using software and tools devote time and money learning - and importantly - don't stop/quit if "Feature A" doesn't fall into their lap.
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