Open ReikaKalseki opened 6 years ago
This is out of our control unfortunately, the engine only supports WAV and MP3, and the latter cannot be looped (which is necessary for the additional music tracks, I can manually restart the main track).
However, it would be advantageous to directly copy Aperture Tag and Mel music from those games during compile instead of extracting them.
Copy or direct-reference? Could you set up hard links instead of outright duplication?
No copies required at all, I mean to get the compiler to specially recognise those files, and write them directly into the map file from their original locations. (If you're not aware, the BSP map format includes a ZIP archive, specifically for providing custom content. BEE adds all the resources during each compilation.)
What's the progress on this issue
I believe it is fixed.
It's not.
This is out of our control unfortunately, the engine only supports WAV and MP3, and the latter cannot be looped (which is necessary for the additional music tracks, I can manually restart the main track).
I use BMMC2, WAV, 44100hz, and absolutely no looping, idk why.
That has nothing to do with this issue, BMMC is an unofficial tool so you'll have to contact its developer if something isn't working.
ummm, they dont wanna respond
сб, 23 окт. 2021 г., 19:01 Luke18033 @.***>:
That has nothing to do with this issue, BMMC is an unofficial tool so you'll have to contact its developer if something isn't working.
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Taking 1.9GB of space just to store music (which usually exists elsewhere on the drive anyways) is fairly excessive, especially if it could be cut to 10% of that if converted to mp3, ogg, m4a, mp4, or any other format you please.