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Author Topic: Can you convert mp3 to mo3? Does sbd. know?  (Read 22519 times)
bobi_super
Posts: 1


« on: 22 Sep '03 - 21:40 »
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Can you convert mp3 to mo3? Does sbd. know?
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Zarggg
Posts: 1239


« Reply #1 on: 23 Sep '03 - 17:21 »
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MO3 is only for module formats, such as XM, FT2, IT, etc. MP3 is a compressed stream format, and cannot be converted to MO3.

More accurately, MO3 is a module format which has had its samples compressed using a stream compression algorithm such as MP3 or Ogg Vorbis.
« Last Edit: 23 Sep '03 - 17:22 by Zarggg aka Alpha » Logged
Moody
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« Reply #2 on: 17 Apr '05 - 09:32 »
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Of course it can be done!

I'm in a position of needing to do this too - unfortunately I'm trying to mod a new game theme around someone elses code so if I want this mp3 tune then I need it converted to m03.

If I break the mp3 into samples for verse and chorus (And then beak these down further where sample size requires it) I can make an XM/S3M/IT file which simply sequences these samples as they are.

Preliminary tests indicate that this DOES result in a playable MO3 version of my MP3 and the third-party game code appears to handle it well.

So yes, it IS possible - and quite straightforward if you have something like soundforge to slice up the mp3 into wav's (And a tracker supported by MO3ENC for reassembling the samples into something that MO3 can make sense of)

Of course, aside from my own little predicament I can't think of many situations where you would want to do this.

-MOO
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opressed chechen
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« Reply #3 on: 29 Oct '05 - 07:47 »
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If you have the stuff to make an mp3 into an mo3, then will you please sned it to me? I also wish to import my mp3s into a game
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raina
Posts: 1090


« Reply #4 on: 29 Oct '05 - 11:01 »
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Ok, It can but shouldn't be done. There is no "stuff", just learn to use tracker software a little. Be sure to try if the game/whatever accepts MP3s as they are and only after this fails, load the tune as a sample (or two samples, for the left and right channel of the mp3) in a tracker and save a module that has duration long enough to cover the whole sample. And you actually don't need to chop the MP3 down to any more samples because Fasttracker2/XM supports samples up to 4GB.

I'm not really supporting this but I can relate to the situation you guys are having with your games. Whatever you do, please DO NOT pass on the MO3 compressed modules you make out of MP3 streams because that'll spread/enforce the false belief that MO3 is another stream format that doesn't seem to offer better sound quality nor smaller file size compared to MP3.
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Dotpitch
Posts: 2501


« Reply #5 on: 29 Oct '05 - 23:26 »
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what the use of converting a mp3 to a mo3 that way? the filesize won't decrease, you have to add mo3 support to your game, a lot of extra work... if a game has mo3-support, it *must* have mp3 or ogg support (samples can be compressed), and it probably uses bass.
what you're trying to do looks like zipping a complete cd: hardly any extra compression (mp3, aac and ogg compress a lot better) and more work (unzipping to play it...). mo3 wasn't ment to be used this way, it's to compress mods...

ofcourse, that doesn't help if you want the new top-ten hit in your game Wink the way you described does work, but that's not actually converting mp3 to mo3, it's, like raina says, putting an mp3 in another stream format.
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raina
Posts: 1090


« Reply #6 on: 30 Oct '05 - 12:45 »
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I've been puzzled about the MO3-suppport-but-no-MP3-support thing but I think it's like this: The game/whatever isn't actually advertising changeable music and the only way to get it in is to substitute the original music.mo3 with a new file with the same filename. And if the proggy is expecting an MO3 file because of the file extension, that's what you have to supply.
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shadowmind
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« Reply #7 on: 3 Nov '05 - 09:03 »
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They want advanced AI that "reads" the MP3 and separating each sound of the music in samples. Very complex but could be an interesting manner of using AI, like the OCR of the music...
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flakyfan1
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« Reply #8 on: 17 Oct '09 - 19:01 »
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yes i need to convert my favorite song into an mo3 for a game im playing to listen to while playing would be cool or if anyone knows where i could download an mo3 song?
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raina
Posts: 1090


« Reply #9 on: 17 Oct '09 - 19:14 »
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Modarchive.org has some, but it also has tons more of MOD, S3M, XM and IT files that can be processed to MO3.
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PSXGamerPro1
Posts: 104


« Reply #10 on: 24 Feb '13 - 05:51 »
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I need It too I need To convert a whole soundtrack to mo3 so I can use it in my own game.
But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"
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Dotpitch
Posts: 2501


« Reply #11 on: 24 Feb '13 - 10:50 »
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But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"
This doesn't have anything to do with MO3, so you shouldn't hijack this thread.

Anyway, do you have the Windows SDK?
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Zarggg
Posts: 1239


« Reply #12 on: 26 Feb '13 - 17:40 »
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As stated much earlier in this thread, you can't really "convert" MP3 to MO3, since MO3 is a way to compress samples and data in a tracked music module, while MP3 is compressed audio format. You'd be better off using (or writing) libraries that support MP3.

This really isn't the right website to ask for help in Virtual C++, anyway.
« Last Edit: 26 Feb '13 - 17:43 by Zarggg » Logged
PSXGamerPro1
Posts: 104


« Reply #13 on: 2 Mar '13 - 06:42 »
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But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"
This doesn't have anything to do with MO3, so you shouldn't hijack this thread.

Anyway, do you have the Windows SDK?
Yes it does because the framework uses the bass.dll which in return plays mo3's.
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Dotpitch
Posts: 2501


« Reply #14 on: 2 Mar '13 - 13:42 »
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But Theirs a problem compiling the game. I get "fatal error C1083: Cannot open include file: 'windows.h': No such file or directory", and "fatal error C1083: Cannot open include file: 'dsound.h': No such file or directory" any fix for this. "Visual C++ 2005 Express"
This doesn't have anything to do with MO3, so you shouldn't hijack this thread.
Anyway, do you have the Windows SDK?
Yes it does because the framework uses the bass.dll which in return plays mo3's.
Ah, are you using BASS to play a MO3 file? You should've said that in the first post, because the error you described ("Cannot open include file: windows.h") didn't give me that information.

Since you state to be having problems with BASS, I'd suggest you to start a thread on the BASS forum. Oh, and don't forget about the Windows SDK Wink.
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Sergtour
Posts: 2


« Reply #15 on: 14 May '13 - 13:59 »
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Can you convert mp3 to mo3? Does sbd. know?

I interested for this question too , I want to know is it possible ?
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Dotpitch
Posts: 2501


« Reply #16 on: 22 May '13 - 16:53 »
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From a different thread...
You can compress XM, S3M, IT and MOD files to MO3.
There is no way to convert MP3, WAV, OGG or FLAC to MO3, because the way of saving the audio is fundamentally different. It's like giving your computer a cd and asking it to write out the notes for all instruments, the lyrics and special effects.
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