How to convert Wave files to UMX

Post all UT Building, Coding, Modding, Tutorials and Non-Mapping content here!
Post Reply
User avatar
*POTS*
Posts: 2233
Joined: Fri Oct 17, 2008 8:50 pm

How to convert Wave files to UMX

Post by *POTS* » Mon Nov 09, 2009 12:38 am

:arrow: Source: http://bulldozer.utjag.co.uk/WaveToUMX.htm
# Foreword

# This tutorial is intended for people who have an audio file (like a wave or mp3 file) and want to convert that sound file to a music module. This can be imported into UEd and converted to umx format for the use in a UT map.Before you go on, please read the Terms Of Use:

- By reading this message, you understand and agree that using copyrighted audio material is against the law and you do it at your own risk! Furthermore, you agree that I will not be held responsible for any claims made against you as a consequence of copyright infringement due to reading this tutorial. I oppose illegally copying of copyrighted material and I do not want to stimulate you, the reader, to resort to copyright infringement.
# For this tutorial, I assume you know how the basics of Windows. Also, if you ultimately want to convert the music module to a umx (for Unreal Tournament - UT for short), you need to know the basics of UEd.

# The ModPlug Tracker (MPT)
The key program for this process is a music tracker. It's a program with which you can make so-called Music Modules (MODs for short).To my knowledge, all of these programs are freeware. I personally recommend using
The ModPlug Tracker, which is a Windows based tracking program and easy to use. MPT will be used for this tutorial and I recommend you using it.

# Goldwave
Additionally, you probably also need a sound editor, like Goldwave to edit your sound file to your needs. However, Goldwave is not freeware.
# Remember: to import your sound file into MPT, the file must be in wave format!!!
For example, you cannot import any mp3 files into MPT, you first need to convert them to .wav files...

# NOTE: If you want to make a module for Unreal Tournament (umx), there are some things you need to know before you go on! The Unreal Tournament engine does NOT support any high-quality wave files. To make a music module (umx) for a UT map, your wave file format must be no more than:

Image

# 22050 Hz - you can't use wave frequencies higher than 22050 Hz. The 'resample' function as shown in Goldwave. You have to adjust the 'playback rate' manually if your sound editor doesn't do so automatically, Goldwave does this automatically.

# 16-bit don't use wavs in 32-bit or something..., stay 16 or 8

# Mono - you can't use stereo wavs. No, you can't use surround either.

# IT or S3M - Use IT instead of S3M. IT saves it within a Monoral track Left and Right are used, while S3M, for some reason, leaves the Right track empty.

# You can use a sound editor to convert the wave file. To change the sound frequency, you need to find a command with which you can resample the sound.
In Goldwave, you can do this, by going to the menu Effects > Resample... and you can choose a sample rate for the sound. Be advised that you also need to make sure that the playback rate is at the same value as your sample rate, or the wav will sound funny if you play it.

# So make sure the Playback rate is set at 22050 Hz (if you chose this as the sample rate). In Goldwave this is done automatically. You can change this through the same menu, option Playback rate...

# Don't forget to change the sound to 16 or 8-bit and mono. In Goldwave, you can do this by saving the wave file. In the save dialog, a drop-down list appears with the option to save the wav in 16-bit, mono.
Also keep an eye on your file size. Having a wave file in 22050 Hz/16-bit/mono is fine, but if the file size is over 5 MB, then you seriously need to tone down the file size.
You might consider making it 16000 Hz/8-bit/mono or something like that. Try to find a balance between file size and quality. A 2.5 MB wave file should roughly be the maximum you want to have.

# Once you have your audio file, you need to import it into MPT.
So, start up MPT. To import the wave file, click on "open" and go to the directory which contains the wave file. The wave file doesn't appear!
# You need to select the appropriate file type from the drop-down menu.
The default should be "All modules". You need to select Wave files (*.wav)

# Now you can select the wave file. Select it and choose open.
You see a new screen appear with some tabs.
The general tab doesn't contain anything special.
You can e.g. specify the song title or add channels. The patterns tab contains, the patterns!
The number of patterns depends on the length of the song. Trackers record different notes through
patterns and thus create a whole song. The samples tab contains the wave sample that you imported.
Very useful for trackers, because here they can import the samples (of musical instruments) they want
for their track to contain. To you, it doesn't mean anything if you're just here to convert the wave file.
Same thing goes for the instruments tab. In the comments tab, you can put comments about your song.
Some info about yourself, credits, notes/reminders, anything.

# Now, luckily for you, MPT automatically converts the whole deal into a music module,
so there is little you need to do right now Click the play button on the main toolbar or press F6 to play the module to see if it turned out right.

# If this is your last stop and you're here only to convert a wave file to a mod,
then you just have to save the mod in MPT. But if you also want to convert the mod to a umx
file for use in a UT level, READ ON!
# It doesn't really matter much which format you choose to save the mod in (IT, S3M, XM or MOD).
The different formats are there for people who want to add some effects to their modules.
Different formats have different effects - effects like vibrato, tremolo, panning and note delay. It's not useful if you want to convert a music file into a music module.

# Okay these next steps are very important dont get lost.

# UMX requirements :
Before you save the mod and close MPT, there's something you need to do if you ultimately want to convert the mod into a umx:
- Some people say that when they made the music module and converted it to a umx,
the music stopped playing after couple seconds when they were listening. Not very desirable!
- If you'd set the speed for each pattern in the patterns tab, the module would play correctly
when converted to a umx...confused already?
Don't worry, we'll go through this step by step

- The problem is that the Unreal engine does not recognize and process empty patterns in a music module. Maybe the engine doesn't see anything to play and just loops back to the beginning of the song...who knows? Anyway, the engine has got problems when there's nothing in a pattern. To solve this problem, do the following:

- Switch to the "patterns" tab. Above the table-like area, you see a slide bar which contains all the patterns with their pattern numbers. The amount of patterns depends on the length of the song. But you should see something similar as the screenshot below.

Image

# Now, just like you would select any text in a textarea, select all 3 chars from the Pattern Speed and use "CTRL C" to copy it to clipboard.

# From the Patern Numbers, now select the next patern, being the Patern 1.

# Select again that same area, that this time is empty, be carefull to select the entire "Effect" area, and Use "CTRL V" to paste the chars you've copied earlier from patern 0.

# As you can see, all following paterns after Patern 0, are Marked as Patern 1,
This also means that allthe next Paterns (patern 1) will automaticly inherit this same value.
So, these are done, you may verify if you like.

# If done right, you'll see that the pattern speed has been pasted in the current pattern.
Now, all the patterns with the same number (1) have the pattern speed assigned to them. And when the Unreal Engine reads the umx file, it'll maintain that speed for pattern 1.
It will continue playing the note (song) that was played in the first pattern (0).
That basically should solve the whole problem that you get when playing the umx!

# Now you can save the whole bunch as an IT-module and safely import it into UEd and when
Saving it,convert into a UMX music file.



# If you come to find that the volume of your mod is too low, You should re-edit the Wave file
in your Wave editor and restart the operation, watch out for distrtion when making the volume to loud.
# To import the mod into UEd, first start up UEd (located in your UnrealTournament\System folder, filename: UnrealEd.exe
- Open the music browser, go to file > import and choose the module.
- Open it, confirm the name and it will appear in the music browser.
- Click on the play button on the music browser to test whether the module turned out well.
- Don't forget to save the module as a umx file!
- You do this by clicking the "save" button in the same music browser.
- You'd have to specify a name for the umx. Good luck!

# Please, DO NOT include the wave file itself in the package (zip file),
because this is already imported into the module.
[Edit]
Added missing screenshots
You do not have the required permissions to view the files attached to this post.
Last edited by *POTS* on Sun Oct 02, 2011 9:08 am, edited 3 times in total.
Plain Old Telephone Service

User avatar
*POTS*
Posts: 2233
Joined: Fri Oct 17, 2008 8:50 pm

Re: How to Convert Wave to UMX

Post by *POTS* » Mon Nov 09, 2009 12:47 am

Now it's me speaking.

You can use Audacity (a free software for audio editing) instead of Goldwave if you need to convert mp3 files to Wave. Then you can change the sampling rate, channels and stuff with ModPlugTracker (which I personally find easier, since I still haven't figured out how to change the sampling rate without messing up the playback rate with Audacity) and make a low quality Wave out of the original Wave file. The only drawback is that you cannot downsample it below 16,000 Hz with MPT (but to be honest the quality would suck). To me, a good compromise between quality and size in MBs would be Mono, 8 bit, 22,050 Hz.

Important: do NOT use blanks when you assign a name to the new UMX file, cause the Unreal Engine is dumb and can't recognize empty spaces. This rule applies also to every other unreal package.
Plain Old Telephone Service

User avatar
Blood Asp
Posts: 454
Joined: Thu Aug 20, 2009 11:18 am
NoMoreSpam: Silver
Location: The Skaarj Universe

Re: How to convert Wave files to UMX

Post by Blood Asp » Thu Nov 12, 2009 5:15 am

i just stick with good old Sound Recorder ;) hehe
Then i get with the Modplug Tracker ^^
Image

Post Reply