Adds information about what each sequence file does. (#500)
* Adds the sequence information i.e. what each file does. * Removed not used mario circuit(accidently added from the wiki) - just generic name for every mario course. Links to mario raceway :) * update value to be more accurate. * Update sequences-information.md * updates seq_00 to be sound player. * update references of seq_16 to make more sense. * remove the note on it. * Update the seq_16 to be the better name of it. * Update sequences-information.md * updates each section to have a name. * Changes The name to make more sense gramatically. * add new note * Update sequences-information.md * Update sequences-information.md * Fixes the weird change to clrf. Replaces it to be lf instead. * Update custom-audio.md * Update TrackProperties.cpp * Update TrackProperties.cpp --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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# Custom Audio
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To replace a sequences you should only create a zip file with sequences to replace at the same path as mk64.o2r. Only wav, mp3, ogg and flac are supported. For define the loop you need to create a json with the same name but end with .json.
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Replacing music tracks (sequences) requires a zip file that contains audio tracks in the same path/naming as in the original mk64.o2r. Only wav, mp3, ogg and flac are supported. To define the loop you need to create a json with the same name but end with .json.
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the json look like this:
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```json
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{
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@ -9,7 +9,7 @@ the json look like this:
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}
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}
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```
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The json file are optional. The unit of `start` and `end` is in pcm frames. You can use a tool like Audacity to find the correct values (it's call samples in Audacity). All properties avaible are:
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The json file are optional. The unit of `start` and `end` is in pcm frames. You can use a tool like Audacity to find the correct values (it's call samples in Audacity). All properties available are:
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```json
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{
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"name": "Name",
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@ -33,6 +33,5 @@ audio_pack.zip
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```
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## Future plans
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* Make name more meaningful and uniform. (example: change `seq_16`). You can suggest name or make a PR to help rename them/organise them.
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* Support samples.
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* Create a tool to convert sequences and samples.
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* Create a tool to convert sequences and samples.
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# Sequence Information (Music)
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## Race Tracks
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| Track Name | Audio Filename |
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| --------------------- | --------------------------- |
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| Banshee Boardwalk | `banshee_boardwalk` |
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| Bowser's Castle (N64) | `bowsers_castle` |
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| Choco Mountain | `choco_mountain` |
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| D.K.'s Jungle Parkway | `dk_jungle` |
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| Frappe Snowland | `frappe_snowland` |
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| Kalimari Desert | `kalimari_desert` |
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| Koopa Troopa Beach | `koopa_troopa_beach` |
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| Luigi Raceway | `luigi_raceway` |
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| Mario Raceway | `mario_raceway` |
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| Moo Moo Farm | `moo_moo_farm` |
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| N64 Rainbow Road | `rainbow_road` |
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| N64 Wario Stadium | `wario_stadium` |
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| Royal Raceway | `royal_raceway` |
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| Sherbet Land (N64) | `frappe_snowland` |
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| Toad's Turnpike | `toads_turnpike` |
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| Yoshi Valley | `yoshi_valley` |
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## Battle Courses
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| Battle Course Name | Audio Filename |
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| ------------------ | --------------- |
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| Big Donut | `battle_arenas` |
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| Block Fort | `block_fort` |
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| Double Deck | `double_deck` |
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| Skyscraper | `battle_arenas` |
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## General
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| Description | Audio Filename |
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| --------------------------- | ------------------------ |
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| Special command for sound fx | `sound_player` |
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| Title Screen | `title_screen` |
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| Main Screen / Select Screen | `main_menu` |
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| Start Grid GP/VS | `start_grid_gp_vs` |
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| Final Lap Fanfare | `final_lap_fanfare` |
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| Finish 1st Place | `finish_1st_place` |
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| Finish 2nd–4th Place | `finish_2nd_4th_place` |
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| Finish 5th–8th Place | `finish_5th_8th_place` |
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| Winning Results | `winning_results` |
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| Star Jingle | `star_jingle` |
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| Game Over | `game_over` |
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| Start Grid Time Attack | `start_gird_time_attack` |
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| VS Battle Results | `vs_battle_results` |
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| Losing Results | `losing_results` |
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| Award Ceremony Buildup | `award_ceremony_buildup` |
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| Award Ceremony 1st–3rd | `award_ceremony_1st_3rd` |
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| Award Ceremony 4th–8th | `award_ceremony_4th_8th` |
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| Staff Roll | `staff_roll` |
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Refer to Custom Audio on how to use this information.
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@ -117,7 +117,7 @@
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enum MusicSeq {
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MUSIC_SEQ_UNKNOWN = -1,
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MUSIC_SEQ_00,
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MUSIC_SEQ_SOUND_PLAYER,
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MUSIC_SEQ_TITLE_SCREEN,
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MUSIC_SEQ_MAIN_MENU,
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MUSIC_SEQ_WARIO_STADIUM,
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@ -133,7 +133,7 @@ enum MusicSeq {
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MUSIC_SEQ_FINISH_1ST_PLACE,
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MUSIC_SEQ_FINISH_2ND_4TH_PLACE,
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MUSIC_SEQ_FINISH_5TH_8TH_PLACE,
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MUSIC_SEQ_16,
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MUSIC_SEQ_WINNING_RESULTS,
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MUSIC_SEQ_STAR_JINGLE,
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MUSIC_SEQ_RAINBOW_ROAD,
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MUSIC_SEQ_DK_JUNGLE,
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@ -202,7 +202,7 @@ namespace Editor {
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// Enum to string conversion
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const char* TrackPropertiesWindow::MusicSeqToString(MusicSeq seq) {
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switch (seq) {
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case MUSIC_SEQ_00: return "None";
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case MUSIC_SEQ_SOUND_PLAYER: return "Sound FX Player (Don't use)";
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case MUSIC_SEQ_TITLE_SCREEN: return "Title Screen";
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case MUSIC_SEQ_MAIN_MENU: return "Main Menu";
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case MUSIC_SEQ_WARIO_STADIUM: return "Wario Stadium";
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@ -218,7 +218,7 @@ namespace Editor {
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case MUSIC_SEQ_FINISH_1ST_PLACE: return "Finish 1st Place";
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case MUSIC_SEQ_FINISH_2ND_4TH_PLACE: return "Finish 2nd-4th Place";
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case MUSIC_SEQ_FINISH_5TH_8TH_PLACE: return "Finish 5th-8th Place";
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case MUSIC_SEQ_16: return "16";
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case MUSIC_SEQ_WINNING_RESULTS: return "Winning Results";
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case MUSIC_SEQ_STAR_JINGLE: return "Star Jingle";
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case MUSIC_SEQ_RAINBOW_ROAD: return "Rainbow Road";
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case MUSIC_SEQ_DK_JUNGLE: return "DK Jungle";
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seq_00:
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sound_player:
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type: NAUDIO:V0:SEQUENCE
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id: 0
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size: 0x2830
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@ -174,7 +174,7 @@ finish_5th_8th_place:
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banks:
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- sound/banks/bank_11
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seq_16:
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winning_results:
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type: NAUDIO:V0:SEQUENCE
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id: 16
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size: 0x1410
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