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Forum » SpaceEngine » General Discussions » Adding music (Anyone know how to add their own music?)
Adding music
gbrlpittsDate: Tuesday, 24.02.2015, 01:59 | Message # 1
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I've been wondering, is there anyway I can add music I like listening to to space engine? Is there some sound file to place the songs at? Thanks for helping. smile
 
SpaceEngineerDate: Tuesday, 24.02.2015, 07:51 | Message # 2
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Just copy music files into SpaceEngine/music/ folder (they must be in ogg format) and disable context playing in the player (F12).




 
Ex_Date: Wednesday, 04.03.2015, 01:49 | Message # 3
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or.... just play some music in a music player? I mean, currently there aren't other sounds in SE, so why would SE need to play your custom music?

Beats me...

also... you could name your music files exactly like SE's current list, and make sure the calm music plays when it typically would, and faster, more up-beat music plays when appropriate. You could potentially still use the contextual music this way...
 
SpaceNutDate: Friday, 19.06.2015, 16:47 | Message # 4
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Quote Ex_ ()
or.... just play some music in a music player?


I have tried playing my own music in a separate player, but it then lacks the ability to change contextually.

I really like the idea of contextual music in SE, so I have been wondering if SpaceEngineer would consider in a future version to add a context editor to the music player? What I mean by this is a simple way to edit the context.cfg file in the music folder from within the Space Engine UI.

For example, if a user were to add music of their own to the music folder, Space Engine would detect that there are new music files present on the next start up. Opening the music player would then show a playlist window that would list all the music files in the folder and either by way of a few tick boxes or drop down lists, be able to set the various "classes" or "objects" that each music track should be contextually linked with in the context.cfg file. This way the user would be able to add their own selection of music AND select the context in which it should be used by Space Engine.

I certainly DO NOT want to criticise the music that is bundled with SE in any way, as they really are very good pieces of music from the various producers. I just wonder if this might be a way to add more music and get a little less repetition of each track, without making the SE installer bigger...


Edited by SpaceNut - Friday, 19.06.2015, 16:54
 
DoctorOfSpaceDate: Friday, 19.06.2015, 17:06 | Message # 5
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All you need to do is convert whatever music you want to ogg, add it to the music folder, and then add it to the context file. It is a fairly straight forward process, you can also expand the context file to include more objects.

As an example I have attached my context file.

Attachments: context.cfg(7Kb)





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DeathStarDate: Tuesday, 23.06.2015, 18:14 | Message # 6
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DoctorOfSpace, I don't know why, but for me, context simply refuses to work. The music I add can be played from the sound player without problems, but it never starts on it's own "contextually".
 
quarior14Date: Tuesday, 23.06.2015, 18:44 | Message # 7
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Excuse my ignorance but what the class subtitles ?
Quote DoctorOfSpace/context.cfg
Class "Subtitles" { Files ( "MassEffectAmbient1.ogg", "MassEffectBunkerEnd.ogg", "MassEffectCriminalElementsV2.ogg", "MassEffectTheChoice.ogg", "MassEffectUnchartedWorld1.ogg", "MassEffectUnchartedWorld2.ogg" ) }





Quarior
 
julio_illyrianDate: Wednesday, 01.07.2015, 12:16 | Message # 8
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But how can I convert a media file to an ogg?
(Sorry, i'm new)


Edited by julio_illyrian - Wednesday, 01.07.2015, 12:19
 
BambusmanDate: Wednesday, 01.07.2015, 15:23 | Message # 9
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search for an online ogg converter.
 
quarior14Date: Sunday, 17.01.2016, 15:51 | Message # 10
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Audacity can convert to ogg format.
Hang that I'm there, what is the class of the black hole with accretion disk on music/context.cfg, I tried
Code
Class "BlackHole/AccretionDisk"
but it does not recognize.





Quarior

Edited by quarior14 - Sunday, 17.01.2016, 16:16
 
JackDoleDate: Sunday, 17.01.2016, 15:57 | Message # 11
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quarior14

You must put something like this in your script:

Code

    AccretionDisk
    {
        InnerRadius     0.0009240786607554  // Au
        OuterRadius     0.0092407732383798  // Au
        AccretionRate   1e-25
        Temperature     10000
        Density         1.2
        Luminosity      2500
        TwistMagn       40
        Brightness      2.0
    }






Don't forget to look here.

 
quarior14Date: Sunday, 17.01.2016, 16:16 | Message # 12
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@JackDole
I was talking about in the music/context.cfg :
Code
Class "BlackHole/AccretionDisk" { Files ( "Interstellar Main Theme - Extra Extended - Soundtrack by Hans Zimmer.ogg" "Hans Zimmer - No Time For Caution (Interstellar Soundtrack).ogg" ) }





Quarior

Edited by quarior14 - Sunday, 17.01.2016, 16:16
 
JackDoleDate: Sunday, 17.01.2016, 16:32 | Message # 13
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Quote quarior14 ()
I was talking about in the context.cfg

I do not think that's possible. A black hole with accretion disk is no separate Class.

But for a specific black hole with accretion disk you could put something like this:
Code

Object    "NameOfBH"    {Files ( "Musictitle.ogg" )    }





Don't forget to look here.

 
quarior14Date: Sunday, 17.01.2016, 16:40 | Message # 14
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This is what I did with Gargantua*, but I wanted to make a general case, for there is a class Terra/Life, seems weird that Life is a "class".
At less that it is not yet include at the moment since it is new accretion disks.
* :
Code
Object "Gargantua" { Files ( "Interstellar Main Theme - Extra Extended - Soundtrack by Hans Zimmer.ogg" "Hans Zimmer - No Time For Caution (Interstellar Soundtrack).ogg" ) }





Quarior

Edited by quarior14 - Sunday, 17.01.2016, 16:42
 
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