Difference between revisions of "Cluster"

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== Preamble ==
 
== Preamble ==
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== Goals ==
  
 
== Features ==
 
== Features ==

Revision as of 03:35, 6 March 2022

Preamble

Goals

Features

Supported Audio Formats

Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.

In general there is no separation in support for these formats between either of Sound, Music or CD emulation, except PSX2 ADPCM support is not available for CD emulation.

Recommended Audio Formats

Outside the use of tracker formats, I recommend using the MP3 file format, as it offers both compression and very efficient support inside FMOD.

PSX2 ADPCM Notes

The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both "Sound" and "Music" (which is based on the file extension on import).

Sound objects in the PSX2 version were converted with the PS2ConvertCommandlet, which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).

The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 Sound objects above.

EAGLE Environments

For five minutes of nostalgia Cluster supports the use of audio environments originally features in the UT EAX patch made by Creative. See the EAGLE page for details

Configuration

UseDigitalMusic
UseCDMusic
EffectsChannels
SoundVolume
SpeechVolume (Deus Ex)
MusicVolume
CDMusicVolumeFactor

Known issues

  • FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.
  • Arch GNU/Linux is/was shipping a broken ALSA configuration leaving FMOD games without sound [1].