From the SL startup logs:
INFO LLAudioEngine_FMOD::init() initializing FMOD
INFO LLAudioEngine_FMOD::init() FMOD initialized correctly
How about it? I need to get my s3m on.
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FMOD hooks |
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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04-04-2004 06:04
From the SL startup logs:
INFO LLAudioEngine_FMOD::init() initializing FMOD INFO LLAudioEngine_FMOD::init() FMOD initialized correctly How about it? I need to get my s3m on. _____________________
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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04-04-2004 07:52
Whats an FMOD?
Sorry for my ignorance on this. ![]() _____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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04-04-2004 16:05
This has come up a few times in the past. FMOD is the cross-platform audio library SL uses. Because it supports module/tracker music in formats liks IT/MOD/S3M/XM, that means that SL could support them as well. Basically, if there was an inventory item for MOD or S3M files, as well as a way to upload them, we'd be able to make in-world music far, far more easily, and without having massive file sizes, or having to resort to breaking up our OGGs into 10-second segments as we do now.
It's basically a feature that the Lindens don't need to do much "big thinking" on, since it's practically implemented already. Listen to some examples of MOD/S3M music here. _____________________
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
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04-04-2004 16:18
That would be a great advance, and it could utilize the tech I use for my TVs to make radio.
STRONGLY SECONDED! _____________________
Touche.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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04-04-2004 19:09
It would also lay the groundwork for me to do dynamic engine sounds, rather than having to foley all that stuff in Buzz and upload it. Any time you hear an engine revving (spooling in my case), it's because someone sequenced it externally. However, this is kind of clunky. It would be very nice to be able to specify the exact pitch to play back a sample at, as well as executing fades, vol slides, arpeggiations, etc. FMOD supports all that stuff natively.
A system where you pass it a list of commands, a la the particle system, would be best. _____________________
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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04-05-2004 00:35
Keep in mind the FMOD library used in SL might be implemented simply to be used for the doppler effect.
I agree that MODs would be great to have if they aren't too much trouble to implement =) |
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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04-05-2004 01:10
I see, I endorse this idea/feature.
![]() _____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Bosozoku Kato
insurrectionist midget
Join date: 16 Jun 2003
Posts: 452
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04-05-2004 05:27
I strongly support this idea.
Then I can "spool up" some flatulence sounds, which is something everyone would enjoy, even the Lindens. Thanks, Boso |
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Ashrilyn Hayashida
Registered User
Join date: 6 Jul 2006
Posts: 103
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08-12-2006 21:41
Digging up an old thread, but I'd like to see support for MOD/S3M/XM/IT etc., since Second Life already uses FMOD.. though admittedly, a mod file could surely be used to get around the 10 second limit on sounds. I suppose that limit is there for good reason.
I just think it would maybe be fun to upload some songs of mine. |
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Hazel Bellow
Proud Bunny Rabbit
Join date: 30 Oct 2005
Posts: 10
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12-05-2006 19:03
Yes, I would like to see this as well. If not uploadable to inventory then perhaps to the Music control for streaming at least. I am not sure if Quicktime or FMOD handles music control, though.
I have a lot of old tracker music that would add a cool amount of ambience to some projects I have for the future. I do believe old video games have new life on SL. We just need Linden Lab's support on this!! Jazz Jackrabbit forever!! |