- FSO Revision: 5307
In FSO, this table can be further extended with any modular table with a filename ending with
- 1 Description
- 2 Soundtrack
- 3 Menu Music
- 4 Format Sample
music.tbl consists of two sections defined as follows:
- The soundtracks, which are music files intended to be played during a mission.
- The menu music, which are music files intended to be played for other purposes.
Comments (which are not read by the game engine) can be added at the start of a line or after any line containing formatting using a semicolon (
-mus.tbm modular tables use the exact same formatting as
Each individual soundtrack should start with
#SoundTrack Start and end with
$Soundtrack Name: is immediately followed by the soundtrack order number and the name of the soundtrack.
- Syntax: Integer: String
- Example: 1: Genesis
For this section, refer to the code for
FS2_Amb_A01.wav, as follows:
$Name: FS2_Amb_A01.wav 25.0 105840 ; * Ambience
The code above can be explained using the following table:
|$Name: (required)||Filename||Number of measures (m)||Samples per measure (s)||Comments (optional)|
The individual music segments in a soundtrack is defined using at least 12 lines, all beginning with
$Name:. The FreeSpace engine parses and plays the audio file referenced in each line in the following order:
|1||Ambience||Normal track—plays when nothing is happening or units are out of combat range|
|2||Allied Arrival during Ambience||Plays when a friendly unit arrives while Ambience is playing|
|3||Enemy Arrival during Ambience||Plays when a hostile unit arrives while Ambience is playing|
|4||Battle 1||Battle track 1—plays when units are in combat range; usually segues into Battle 2|
|5||Battle 2||Battle track 2—plays when units are in combat range; usually segues into Battle 3|
|6||Battle 3||Battle track 3—plays when units are in combat range; usually segues into Battle 1|
|7||Allied Arrival during Battle||Plays when a friendly unit arrives while any Battle track is playing|
|8||Enemy Arrival during Battle||Plays when a hostile unit arrives while any Battle track is playing|
|9||Victory 1||Plays when a goal is completed|
|10||Victory 2||Plays when all goals are completed and there are absolutely no hostile units present; is only called once|
|11||Goal Failed||Plays when the primary goals of a mission are failed; does not appear to be called in-game|
|12||Player Dies||Plays when the player is killed and goes to the death screen|
|13||Ambience 2||Normal track—if Ambience 3 is defined, usually segues into it, otherwise segues into Ambience|
|14||Ambience 3||Normal track—usually segues into Ambience|
The order and situation of the 12 lines cannot be changed and are required in order for the engine to parse the audio files in the correct situations. If there is no audio file available for any of the situations (such as Battle 3, for instance), a placeholder line denoting an empty track should still be included, like so:
... $Name: FS2_Btl_A02.wav 27.8 81415 ; * Battle 2 $Name: silence.wav 0.0 0 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle ...
The filename of the audio file must also include its file extension. FS1 and FS2 only support the playback of Waveform Audio (.wav) files; FSO supports the playback of .wav and OGG vorbis (.ogg) files.
Measures and Samples per Measure
The FreeSpace engine's dynamic music capabilities are defined using the number of measures (m) and samples per measure (s). Using m, the engine parses the audio track by dividing it into individual parts, called measures; if an event happens that would change the music being played, the game will play the current audio track until the end of the current measure, whereupon it segues into the correct audio track via a built-in crossfade. The length of the measures is defined using s, which is the number of samples in a measure.
m is user-defined and can be set to a decimal point for greater fine-tuning.
s is calculated using the following formula:
s = 2 × sample rate (hertz) × total audio length (seconds; up to 3 decimal places) ÷ m
Depending on the m and s values declared, the game may only play a portion of the actual audio file or, if the values result in it attempting to play the audio file beyond its actual length, playing nothing for a period of time after it finishes playing the actual audio file.
In the case of
FS2_Amb_A01.wav, it is defined in
music.tbl as an audio track that has 25 m and 105,840 s, so even though the file has an actual audio length of 62.556 seconds, the engine only ever parses the first 60 seconds of the audio file as its total audio length (hence omitting the last 2.556 seconds), split into 25 measures. This is because a reversal of the above calculation for s results in:
105,840 (s) × 25 (m) ÷ 22,050 (hertz) ÷ 2 = 60.000 seconds
The length of the measures in the audio track cannot be individually adjusted by any means—s applies to all the measures in the audio file with no exceptions.
Alternate Calculation Method
If defining m and s is too time-consuming, the following formulae can be used to still make use of the FreeSpace engine's dynamic music capabilities, and would result in a maximum of 2 seconds' silence (since each measure would be 2 seconds long):
m = audio file length (seconds; up to 3 decimal places) ÷ 2 s = 4 × sample rate (hertz)
As an example, if we use the above alternate formulae with the actual audio length of
FS2_Amb_A01.wav, we get the following:
m = 62.556 seconds ÷ 2 = 31.278 s = 4 × 22,050 (hertz) = 88,200
m would be rounded to the nearest decimal point. Hence, we would input the following as the alternate length for
$Name: FS2_Amb_A01.wav 31.3 88200 ; * Ambience
Specific Music Tracks
|Ambience 2||"Normal 2"|
|Ambience 3||"Normal 3"|
|Allied Arrival during Normal||"Ally arrival 1"|
|Allied Arrival during Battle||"Ally arrival 2"|
|Enemy Arrival during Normal||"Enemy arrival 1"|
|Enemy Arrival during Battle||"Enemy arrival 2"|
|Battle 1||"Battle 1"|
|Battle 2||"Battle 2"|
|Battle 3||"Battle 3"|
|Goal Failed||"Failure 1"|
|Victory 1 ( goal completed )||"Victory 1"|
|Victory 2 ( all enemies dead, goals completed )||"Victory 2"|
|Player dies||"Dead 1"|
- Menu music tracks are defined with filename after the track's name.
- There is a limit of 50 menu music tracks.
- Syntax for all of the Menu Music entries are similar
- Syntax: $Filename: Filename.xxx
- Example: $Filename: FS2_Brief_01.wav
- Defines the name of the menu music
- Syntax: String
- Defines the actual file
- Syntax: String, filename with file extension
The following is a heavily truncated version of
music.tbl located within
; ; music.tbl ; ; Specifies which .wav files to use for the different sections of event-driven sound-tracks ; ; format: $Name: filename.wav num_measures (samples_per_measure) ; #SoundTrack Start ; SoundTrack 0 $Soundtrack Name: 1: Genesis $Name: FS2_Amb_A01.wav 25.0 105840 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 3.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_A01.wav 25.8 66150 ; * Battle 1 $Name: FS2_Btl_A02.wav 27.8 81415 ; * Battle 2 $Name: FS2_Btl_A03.wav 39.8 81415 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B02.wav 3.8 81415 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 0 ; #SoundTrack Start ; SoundTrack 1 $Soundtrack Name: 2: Exodus $Name: FS2_Amb_B01.wav 17.0 132300 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 4.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_B01.wav 39.8 132300 ; * Battle 1 $Name: FS2_Btl_B02.wav 23.8 75600 ; * Battle 2 $Name: FS2_Btl_B03.wav 31.8 75600 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B04.wav 4.8 75600 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 1 ; #Menu Music Start $Name: Brief1 $Filename: FS2_Brief_01.wav ; briefing music 1 $Name: Brief2 $Filename: FS2_Brief_02.wav ; briefing music 2 $Name: Brief3 $Filename: FS2_Brief_03.wav ; briefing music 3 #Menu Music End