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Uncle Plas' BGM Loops


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Gosh darn! Even more Touhou!

 

Faint Dream ~ Inanimate Dream (JynX)

bgmloopstart = 7950647
bgmloopend = 13889402

 

Basically a remaster of the original from Lotus Land Story with the unused version mixed into it. Quite a long one, this.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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When you get so enthralled by adding in new music to Smash 4, you forget about looping stuff. Sorry :P

 

@Eclaire Farron
Nope, they're brand new requests; never looped these before!


#1
Yer music

bgmloopstart = 812247
bgmloopend = 4486745

 

#2
Doesn't loop. Where one might think it loops has a different beat to it.

 

Time for a little push, wouldn't you say?

Zangief Stage

bgmloopstart = 459286
bgmloopend = 2590908

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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@Sans
You requested this:

And I responded with this:

On 07/05/2016 at 0:32 PM, GarchompMatt said:

[...]this music could potentially loop in more than one place:

-Everything before the weird bitcrushed segment.

-The segment just before the weird bitcrushed segment up until the end.

-The entire thing.

 

I ask this because the music plays through a segment, then repeats that segment again before going all bitcrushed, then repeats the segment once more before fading out. Which one would you like?

 

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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@Zio
#1
Yer music

bgmloopstart = 311688
bgmloopend = 2373571

 

#2
Yer music

bgmloopstart = 1065983
bgmloopend = 10190367

 

Deceptive little bugger, this one; it plays roughly the same tune three times before actually looping, though the waveforms had me believe it was only two.

 

@Sans
Yer music

bgmloopstart = 132897
bgmloopend = 5219445

 

Not a fan of music with heavy bass, especially when it spikes.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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BGM looping works in MUGEN by telling the engine which two points to loop between (A (intro) -> B (loop start) <-> C (loop end)). You know how video game music typically loops indefinitely? Same principle.

 

Requested music has to naturally loop instead of being one long piece of music, meaning I can't find loop points in a piece of music that doesn't actually loop, and I don't create custom loops (well, I sometimes do, but on my own accord and not via request).

 

As for your request, it doesn't loop. It plays the same melody a few times, but the instruments are different.

 

 

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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Maybe I could do it myself. I'll loop the most "heavy metal" part of it.

 

Looking at your BGM points, they seem a little confusing. One question I have is, how do you calculate Mugen's BGM start and end point from the actual song's timeline? (Let's say I want to loop 2:30 to 3:00 (Just picked random timeframes) )

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1 hour ago, Montblanc said:

Looking at your BGM points, they seem a little confusing. One question I have is, how do you calculate Mugen's BGM start and end point from the actual song's timeline? (Let's say I want to loop 2:30 to 3:00 (Just picked random timeframes) )

MUGEN reads what's known as samples, which is a measurement of time that's dependant on the sample rate of the audio (all music featured in the OP is 44100 hz, which translates to 44100 samples per second); Audacity is capable of displaying samples, hence why I use it to loop music.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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