One music track after another during one turn? [Archive] - Team17 Forum

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jabymumar
15 Apr 2013, 22:17
Music tracks are all about four, four and a half minutes long, and if the track ends during a player's turn, another one won't start untill the next turn. I'm still new at roping and I'm practicing a lot offline, playing big rr or tower maps with infinite turn time, so if I don't fall from the rope for five minutes the music stops and I need to use "skip go" to be able to hear it again. I know it's not a big deal, but maybe it's possible to fix this?

KRD
16 Apr 2013, 15:56
This is by design actually, but yeah, it is something that warrants thinking about changing perhaps, especially now that turns of infinite length are a thing. It was something added in the updates, as you might know.
In any case, I've seen our two maintainers discuss this issue before, so it is something that's on their minds. Finding an ideal solution somewhere in between the original design and outright playing the tracks continuously might be a bit tricky, however.

jabymumar
16 Apr 2013, 20:56
Thanks for the reply, KRD. I just wanted to report that, like I said it's not really a problem.

yakuza
17 Apr 2013, 08:14
Thanks for the reply, KRD. I just wanted to report that, like I said it's not really a problem.
If you enjoy the roping schemes and plan on becoming good at roping I suggest you turn the background music from the options menu and just keep the SFX.
That's what 99% of ropers though, anyway.

Alby1987
17 Apr 2013, 10:54
This is by design actually
When CD reader where slow, during the seeking the audio track (Worms 2) or the audio WAV file (W:A or WWP) the game freezed for two seconds... THIS was a problem, so they decided to freeze the game before the turn start... :rolleyes: If in future the game will play ogg files from hard drive, it should be one of the solution of your problem :D

franpa
17 Apr 2013, 14:46
When CD reader where slow, during the seeking the audio track (Worms 2) or the audio WAV file (W:A or WWP) the game freezed for two seconds... THIS was a problem, so they decided to freeze the game before the turn start... :rolleyes: If in future the game will play ogg files from hard drive, it should be one of the solution of your problem :D
That only happened when CD Drives used Analog Audio. Everything is Digitally converted now.

Squirminator2k
17 Apr 2013, 16:17
Erm... no.
The pause happens because the audio in Worms 2 is CD audio, as opposed to a sound file (as in WA, WWP, etc.). The track change is what causes the game to pause momentarily.

Alby1987
17 Apr 2013, 20:11
That only happened when CD Drives used Analog Audio. Everything is Digitally converted now.
Yes. but also seeking the wav file from the streams folder in the cd, if the cd wasn't spinning, starting the spinning should take the time... freezing the game.

GrO
18 Apr 2013, 01:51
If in future the game will play ogg files from hard drive, it should be one of the solution of your problem :D
WA uses *.wav files and the solution exists: FileOverride (Override files from the CD-ROM with your versions.) (http://worms.thecybershadow.net/wormkit/wkFileOverride.zip)
Optionally You can download:
HQ WA tracks (http://lex.clansfx.co.uk/worms/Worms%20Armageddon%20High%20Quality%20Audio.7z) (mirror by Lex) (http://forum.team17.co.uk/member.php?u=2398)
or
HQ WA tracks (Amplified) (http://forum.team17.co.uk/showthread.php?p=794790#post794790).
Have Fun.

franpa
18 Apr 2013, 11:25
Yes. but also seeking the wav file from the streams folder in the cd, if the cd wasn't spinning, starting the spinning should take the time... freezing the game.
As far as I know Worms 2 did not store the audio as WAV, instead it stored them as CD Audio. If it was WAV then it was digital in the first place and you'd be correct.

Muzer
18 Apr 2013, 12:03
WA does store them as wave files and W2 does store them as CD audio (decidedly NOT analogue - unlike Laserdiscs, CDs don't store any analogue data). As far as I know, whether or not it has lag when switching tracks depends entirely on how said switching of tracks is done. If it's done asynchonously (ie the game code asks the disc to switch track then, instead of waiting, gets on with other things until the track has been switched), then there will be no lag in either case - if it's a synchronous change of track, on the other hand, and the disc happens to be spun down, you're in for a few seconds wait no matter whether they use WAV files or CD audio.
I think you might be right about W2 having said lag. I can't remember off the top of my head whether or not WA does but I think it does as well.
tl;dr: It shouldn't have anything to do with the way the audio is stored, only the way in which the game uses said audio.

franpa
18 Apr 2013, 12:12
WA does store them as wave files and W2 does store them as CD audio (decidedly NOT analogue - unlike Laserdiscs, CDs don't store any analogue data). As far as I know, whether or not it has lag when switching tracks depends entirely on how said switching of tracks is done. If it's done asynchonously (ie the game code asks the disc to switch track then, instead of waiting, gets on with other things until the track has been switched), then there will be no lag in either case - if it's a synchronous change of track, on the other hand, and the disc happens to be spun down, you're in for a few seconds wait no matter whether they use WAV files or CD audio.
I think you might be right about W2 having said lag. I can't remember off the top of my head whether or not WA does but I think it does as well.
tl;dr: It shouldn't have anything to do with the way the audio is stored, only the way in which the game uses said audio.
You may be right and Worms 2 definitely does have the lag between turns, it's why I like my Hasbro copy of the game as it excludes all the audio tracks and thus doesn't have the lag between turns!
I was curious what the tracks were like one day and downloaded a copy of the game that had the tracks, I didn't think they were worth the pain of frequent periodic pauses.

Squirminator2k
19 Apr 2013, 01:08
Erm, which version of the game did you buy (with money) that didn't include the music? To my knowledge no such retail release of the game exists.

franpa
19 Apr 2013, 10:14
Hasbro retail boxed copy (I think it has a Trymedia autorun program, but not certain). The Frontend is also newer then what is normally included on copies of the game (v1.0.1.7 as opposed to the more popular v1.0.1.5 or lower). Des even supports it in his patching/tweaking programs.

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