Aller au contenu

Photo

mp3tobmu - is it bugged?


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
Tarot Redhand

Tarot Redhand
  • Members
  • 2 693 messages

The reason I'm asking is because I have found a collection of mp3 files that I am trying to convert. Using audacity I have normalised them and on one or two removed leading and trailing silence. When I try to convert them mp3tobmu complains that it has detected variable bitrates even though I know that using the export options I have set them to be saved at constant bitrate.

 

Help. This the first time I've really used mp3tobmu for real.

 

TR



#2
Bluebomber4evr

Bluebomber4evr
  • Members
  • 154 messages

It's not bugged, just kind of inaccurate. It will give you that message if the mp3 is a higher bitrate than can be used in NWN, even if that higher bitrate is constant.



#3
Jedijax

Jedijax
  • Members
  • 396 messages

And it really doesn't matter as long as you can save it. All of my converted BMUs gave me the warning and they still play without issues in NWN, with no perceivable loss.


  • Wall3T aime ceci

#4
Proleric

Proleric
  • Members
  • 2 360 messages

In the opposite direction, I find that bmu to mp3 is achieved simply by renaming. I've used mp3tobmu for good order, but would renaming work there, too? What are the constraints? I'm thinking that if there are accuracy issues with mp3tobmu, it might be better to use, say, Audacity to change the mp3 properties, then rename to bmu?



#5
Tarot Redhand

Tarot Redhand
  • Members
  • 2 693 messages

Thanks for the replies. I did an experiment some time ago and at that time it seemed that there was only an 8 byte difference between a bmu and an mp3. When I used Winmerge to compare the bmu version of an mp3 with the mp3 that the bmu was made from, the only difference I could find was that there was an 8 byte string added to the start of the mp3 to convert it to a bmu. It is always the same string - "BMU V1.0". So I tried another experiment. I opened vlc and drag/dropped a bmu onto it. Voila it played with no problem.

 

TR



#6
Tarot Redhand

Tarot Redhand
  • Members
  • 2 693 messages

I suppose I ought to mention where I've found these files. I recently bought Sacred Gold from gog. While not overly impressed with the game I liked the music. So I looked in the game directory where I found a subdirectory called mp3 that contains all the sounds for the game in that format. Fortunately the vast majority of these sounds/music have pre-fixes to the file names - e.g. MUSIC_ for the music files. Now that I seem to be halfway through the process of getting them into NwN I have a worry.

 

As it's apparently so easy has anyone done it before? Am I wasting my time. On the old vault it would have been easy to find out but on the new... (searching projects only reveals a module with the tag sacred) So does anybody know if these sounds and/or music been imported into NwN already?

 

TR



#7
Tarot Redhand

Tarot Redhand
  • Members
  • 2 693 messages

I now have this up and running but I have another question. The .xls spreadsheet reference for 2da files has just a single entry for ambientmusic.2da (for the three "Stinger_x" columns) which says "Filename Reference to the short file that is played after battle ends. The file is a .wav file.". My question is where do I put this wav file? In the hak with the ambientmusic.2da, in the music folder with the bmu files or somewhere else?

 

Thanks for any replies

 

TR