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by TheUltimateKoopa at 4:36 PM EST on March 13, 2010
Are you talking to me or anyone, Lunar? Of course I've never played any Custom Robo games but it should be fairly obvious when a song loops. Also, the timed sets are usually set to 2 loops with a 5 or 10 second fade out, so I assume that's how you like them. What though, if a track is really long (like say 5+ minutes for each loop), though?
by Mouser X at 5:00 PM EST on March 13, 2010
Personally, I say loop it twice, if possible, regardless of the length. Obviously, this does not hold true for everyone. I don't remember who it was, but they'd include a *.BAT file with their tags, so that you could use PSFpoint, and time it for one loop, or two, depending on which batch file you used. If you've timed it for one loop, timing it for two isn't much harder, and you could then create a batch file for those who want one, or two, loops.

Anyway, if it was me (it's not, obviously), I'd do two loops regardless of length. I like to listen to my songs. So what if it's long? As long as the song isn't 5 minutes of garbage, and then loops, for an additional 5 minutes of garbage, I don't see the problem. Mouser X over and out.
by TheUltimateKoopa at 5:48 PM EST on March 13, 2010
I was thinking more along the lines of Oblivion from Turok 2. It seems to be a loop of about 15 minutes of whatever.
by arbingordon at 6:26 PM EST on March 13, 2010
Mouser_X, that was someone42.
(which has led me to try and do the same thing for sets that aren't tagged currently, and led me to make a tool to make the process of creating said batch files a bit quicker)
also, for 10+ minute songs, I'd still time it to 2 loops (well 1 & 2 loops with batch files to do the retiming via psfpoint) with a 10 second fade.


edited 6:29 PM EST March 13, 2010
by TheUltimateKoopa at 7:53 PM EST on March 13, 2010
Speaking of timing USFs, the Practice tune from Super Smash Bros actually has a single looping length of over 9 minutes, and loops for the 2nd time at 18:42
by Lunar at 4:33 AM EDT on March 14, 2010
i usually go with 2 loops + 10 second fade, though 5 seconds is fine. as for custom robo 2, i haven't played it either. i was going to tag both custom robo sets properly but i just don't feel up to it right now. if no-one gets around to timing it i might eventually. dunno.
by RukarioGyiyg996 at 6:52 AM EDT on March 14, 2010
I usually play any BGM infinitely looping, because I'm a complete audio freak about music...

Also, 2 loops is fine for me but I prefer 3 or 4 loops with a 5 second delay before fade and then the 10 second fade, but that's just me..
by TheUltimateKoopa at 7:07 PM EDT on March 14, 2010
Well 2 loops + 10 seconds it is (personally anything shorter than a 5 second fade is too quick, and sounds like you're turning it down really quickly for some reason).
I'll to T2:SOE
by TheUltimateKoopa at 8:24 PM EDT on March 14, 2010
Well I've timed the first 12 tracks. The others are just too hard for me to actually determine WHEN the loop starts, especially since those tracks are likely to have VERY long intros with much shorter loops, like a full loop of 10 minutes, of which 6 minutes is a very long intro, meaning that the loop is only 4 minutes, and therefore 2 loops would be 14 minutes rather than 20 minutes. I'm not saying that's exactly correct but there's probably ones like that, since I cannot tell when any of the songs loop at all. And I should say that I'm using the most rediculous method of timing them, and that is by simply playing the files in Winamp, and setting the time in the file properties thingy (when you right click and select "View file info"), and that's probably not the most accurate.

The times I managed to get for 2 loops for the 1st 12 tracks in the game are:
Intro - 0:30
Title - 1:36
Port of Adia - 10:06
Totem 1 - 5:00
River of Souls - 9:27
Totem 2 - 2:37
Adon Hub - 1:55
Save Game - 1:04
Death Marshes - 18:50
Sacred Feather - 0:47
Lair of the Blind Ones - 14:11
Blind One Boss - 3:53
Can anyone who has the ability to find where and when a song loops confirm whether these are correct? (I may be a couple of seconds out)

I'm either thinking I should let someone else time USFs because I just simply go by the method of listening to the track and just listening to when it's looped twice, and that's not exactly easy with games like Turok 2, but you've probably got some program that can automatically detect loop points and stuff, right?
by arbingordon at 8:47 PM EDT on March 14, 2010
for usfs, no, there isn't a program that times them automatically
personally i export it to wave & use audition 3 to time them visually & then test that it loops correctly audibly

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