- What permissions do you give others to modify and/or maintain your submission?
- Modify: ASK ME - Maintain: YES - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. I do, however, give permission for my entire submission to be maintained by others.
- I made sure my file(s) follow the Submissions Guidelines
- Yes
Need some bangers to play on loop while you're racing?
Think the soundtrack isn't good enough?
In that case you've come to the right place, this guide will teach you exactly how to include custom songs in the Stereo Mode, as well as how to replace the existing soundtrack with any song you want.
• Audacity (open-source audio editor)
• An audio file of the song you will put in the game (For the following examples and screenshots, i will be using Dropaholic, from the Sonic Frontiers OST, Cyberspace 1-5, which i downloaded from YouTube)
• Open your audio file in Audacity
Before anything else, make sure to leave ~0.1 seconds of blank space at the start of the song.
The game cuts out a tiny bit of the audio when starting playback. You will hear it if you don't leave that tiny blank space at the beggining.
• Define the looping points in the song
In-game, when a song reaches its end, it loops back to a certain point in the song before continuing to play.
We're going to define this looping point : choose the point in the song where the song is going to end, and press Ctrl+I to make a cut at this specific point. Do the same thing for where the song will loop back.
Don't be afraid to zoom in to pinpoint the exact moment where you want the song to loop (you don't have to make the loop sample-perfect, but don't make it too rough either, otherwise it's just not going to sound great).
To check how the loop will actually sound like, double-click the audio (in blue) in-between the 2 cuts you've made, click the Loop button around the top-left of the window, select a point a little before the end of the loop, and take a listen.
Example :
If your loop doesn't sound good enough for you, hit Ctrl+Z to undo the cut(s). Double-click the audio, then right-click the timeline just above, then select "Set loop to selection".
Once the loop sounds acceptable to you, simply delete whatever is left after the second cut you've just made.
Boom! You've got yourself a nice loop! Time to tell the game where to actually loop back to.
At the bottom of the screen, there should be a little rectangle that says "Selection".
Click one of the downward arrows to the right of it, then select either "seconds + milliseconds" or "samples".
I always use "samples" because it's able to pinpoint a specific point of the song a lot more accurately, but you are completely free to use "seconds + milliseconds".
REMEMBER WHICH ONE YOU CHOSE (this will be VERY important later).
Afterwards, click the little gear icon on it and select either "Start and end of selection" or "Start and duration of selection".
Then, double-click the part of the audio that will loop. Notice the value of the first box : it's the beggining of your loop (here 11.056).
Once it's all done, export the audio by selecting "File -> Export Audio..." at the top-left of the window, or simply hitting the shortcut Ctrl+Shift+E.
The software will ask you what to name the output file, where to export it, and to what format.
The name and location don't matter, but the format MUST be to "Ogg Vorbis".
Small tip : The output file will be much larger (around or over 10 Mb) than most of the original audio entries (rarely above 3 Mb). If you care about that sort of thing, simply lower the "Quality" slider shown above, this will DRASTICALLY improve the file size (from 9.5 Mb at max to 1.3 Mb at min) while having minimal impact over the actual quality of the audio, even when setting it all the way down to 0.
Of course, i don't care about that, so i always keep it up to 10.
Lastly, click "Edit Metadata" at the bottom-left of the window.
You don't have to input the artist's name or the title of the song, but it might make it easier for you for a specific step ahead.
However, there is ONE thing you must ABSOLUTELY put in order for the song to loop properly.
Depending on whether you picked "Seconds + Milliseconds" or "Samples" earlier, you must either :
• Type in "LOOPMS" in the empty box at the bottom of the "Tag" column, then type the first value of the "seconds + milliseconds" into the empty box to its right.
OR
• Type in "LOOPPOINT" in the empty box at the bottom of the "Tag" column, then type the first value of the "samples" into the empty box to its right.
Finally, click "OK" and export the file.
Now that your file is ready, it's time to put it into the game.
BEFORE YOU GO AHEAD : it is recommended to do a backup of whatever file you're going to modify, in case you want to go back to using the og soundtrack, or in case you mess something up terriblyskill issue.
Open your Doom editor, then open the "music.pk3" within your Ring Racers directory, in the "data" folder.
If you want to replace a song already existing within the game :
Look through the folders and find the corresponding audio entry.
Menu themes, invincibility and grow themes, results screen themes, etc. are all in "1 - System & Shared", the rest of the folders contains the themes that play during races/battles.
Map theme entries are named after the map they are used in. For example, the song that will play on Green Hill Zone is stored in O_GRHIZ in Charyb's folder.
If you can't find the song you're looking for, it may be in "altmusic.pk3" instead.
Simply select the entry, right-click and select "Import", pick the audio file you just exported a few moments earlier, and voilà !
(Optional, but recommended) Select the MUSICDEF file contained within the same folder as the song you just modified, select "View as text", look for the Lump with the name of the entry, and change the credits.
For example, here i replaced Green Hill Zone's music with Deja Vu by Dave Rodgers.
If you want to put the song in the Stereo Mode :
You can put the song anywhere in the "Music" folder, but i recommend creating a new folder within "Music", and putting your song(s) in there.
Example of a folder that i've created, which i use to put all the songs i want to listen to while racing.
In that folder, create a new blank entry by hitting Ctrl+N and naming it "O_XXXXXX", where "XXXXXX" can be anything you want, although i recommend naming it something similar to the name of the song you're going to put in this entry.
VERY IMPORTANT : The name of the entry MUST NOT be longer than 8 characters total, must start with "O_", and can only contain UPPERCASE letters and numbers.
For example : O_BANANA works, but O_BANANAS doesn't.
After creating the entry, right-click it and select "Import", then pick the audio file you just exported earlier. When prompted to change the entry type, select "No".
Since i am using the song "Dropaholic" as an example, i will name the entry "O_DROPAH" :
If you imported the song into a folder that contains a "MUSICDEF" file, select it and click "View as text".
If not, create a file named "MUSICDEF.xxxxx" where "xxxxx" can be anything you want. Then select it and click "View as text".
If you are editing a pre-existing MUSICDEF, do the following step at the bottom of that file. Otherwise, simply do as follows :
Type "Lump XXXXXX" where XXXXXX is the name of the entry you just made.
(Optional, but recommended) Under it, you can add a variety of values, such as :
• "Title = " the title of the song
• "Author = " the author of the song
• "Source = " the game (or anything) where the song comes from"
• "OriginalComposers = " the name of the original composers of the song (in case the music comes from a game, or is a remix)
• "Volume = " the volume of the song in percentage (default 100)
• "ContentIDUnsafe = (1 or 0)" whether the music should play if you have Streamer Mode enabled in the options (default 0)
• "Important = (1 or 0)" don't really know what that does, but best not to mess with it too much (default 0)
Make sure to leave at least one blank line between Lump declarations.
All done !
Now simply save everything and open up the game.
In the Stereo Mode, custom songs will be at the end of the available songs, and will be sorted in the same order that you declared them in MUSICDEF.
Map songs will remain in the same order, whether you replaced any of them or not.
DO NOTE that you can use this method to replace sound effects within the game, just don't add a LOOPPOINT or LOOPMS to the sound's metadata, and use it to replace the sound you want in "sounds.pk3", also located within the "data" folder of your Ring Racers directory.
And that's it! Happy racing, and try not to hit the walls of the track while you're bopping to your favorite tunes!
Think the soundtrack isn't good enough?
In that case you've come to the right place, this guide will teach you exactly how to include custom songs in the Stereo Mode, as well as how to replace the existing soundtrack with any song you want.
What U Need
• SLADE (Any Doom editor will suffice, but i will give instructions on how to to it with SLADE, as it is the one i am most comfortable with)• Audacity (open-source audio editor)
• An audio file of the song you will put in the game (For the following examples and screenshots, i will be using Dropaholic, from the Sonic Frontiers OST, Cyberspace 1-5, which i downloaded from YouTube)
What to do
Setting up the audio file
In order for the whole thing to work properly, we need to export the audio file to .ogg Vorbis, and add some extra stuff in the metadata :• Open your audio file in Audacity
Before anything else, make sure to leave ~0.1 seconds of blank space at the start of the song.
The game cuts out a tiny bit of the audio when starting playback. You will hear it if you don't leave that tiny blank space at the beggining.
DO : | DO NOT : |
• Define the looping points in the song
In-game, when a song reaches its end, it loops back to a certain point in the song before continuing to play.
We're going to define this looping point : choose the point in the song where the song is going to end, and press Ctrl+I to make a cut at this specific point. Do the same thing for where the song will loop back.
Don't be afraid to zoom in to pinpoint the exact moment where you want the song to loop (you don't have to make the loop sample-perfect, but don't make it too rough either, otherwise it's just not going to sound great).
To check how the loop will actually sound like, double-click the audio (in blue) in-between the 2 cuts you've made, click the Loop button around the top-left of the window, select a point a little before the end of the loop, and take a listen.
Example :
If your loop doesn't sound good enough for you, hit Ctrl+Z to undo the cut(s). Double-click the audio, then right-click the timeline just above, then select "Set loop to selection".
Once the loop sounds acceptable to you, simply delete whatever is left after the second cut you've just made.
Boom! You've got yourself a nice loop! Time to tell the game where to actually loop back to.
At the bottom of the screen, there should be a little rectangle that says "Selection".
Click one of the downward arrows to the right of it, then select either "seconds + milliseconds" or "samples".
I always use "samples" because it's able to pinpoint a specific point of the song a lot more accurately, but you are completely free to use "seconds + milliseconds".
REMEMBER WHICH ONE YOU CHOSE (this will be VERY important later).
Afterwards, click the little gear icon on it and select either "Start and end of selection" or "Start and duration of selection".
Then, double-click the part of the audio that will loop. Notice the value of the first box : it's the beggining of your loop (here 11.056).
Once it's all done, export the audio by selecting "File -> Export Audio..." at the top-left of the window, or simply hitting the shortcut Ctrl+Shift+E.
The software will ask you what to name the output file, where to export it, and to what format.
The name and location don't matter, but the format MUST be to "Ogg Vorbis".
Small tip : The output file will be much larger (around or over 10 Mb) than most of the original audio entries (rarely above 3 Mb). If you care about that sort of thing, simply lower the "Quality" slider shown above, this will DRASTICALLY improve the file size (from 9.5 Mb at max to 1.3 Mb at min) while having minimal impact over the actual quality of the audio, even when setting it all the way down to 0.
Lastly, click "Edit Metadata" at the bottom-left of the window.
You don't have to input the artist's name or the title of the song, but it might make it easier for you for a specific step ahead.
However, there is ONE thing you must ABSOLUTELY put in order for the song to loop properly.
Depending on whether you picked "Seconds + Milliseconds" or "Samples" earlier, you must either :
• Type in "LOOPMS" in the empty box at the bottom of the "Tag" column, then type the first value of the "seconds + milliseconds" into the empty box to its right.
OR
• Type in "LOOPPOINT" in the empty box at the bottom of the "Tag" column, then type the first value of the "samples" into the empty box to its right.
Finally, click "OK" and export the file.
Now that your file is ready, it's time to put it into the game.
Putting the file in the game
BEFORE YOU GO AHEAD : it is recommended to do a backup of whatever file you're going to modify, in case you want to go back to using the og soundtrack, or in case you mess something up terribly
Open your Doom editor, then open the "music.pk3" within your Ring Racers directory, in the "data" folder.
If you want to replace a song already existing within the game :
Look through the folders and find the corresponding audio entry.
Menu themes, invincibility and grow themes, results screen themes, etc. are all in "1 - System & Shared", the rest of the folders contains the themes that play during races/battles.
Map theme entries are named after the map they are used in. For example, the song that will play on Green Hill Zone is stored in O_GRHIZ in Charyb's folder.
If you can't find the song you're looking for, it may be in "altmusic.pk3" instead.
Simply select the entry, right-click and select "Import", pick the audio file you just exported a few moments earlier, and voilà !
(Optional, but recommended) Select the MUSICDEF file contained within the same folder as the song you just modified, select "View as text", look for the Lump with the name of the entry, and change the credits.
For example, here i replaced Green Hill Zone's music with Deja Vu by Dave Rodgers.
If you want to put the song in the Stereo Mode :
You can put the song anywhere in the "Music" folder, but i recommend creating a new folder within "Music", and putting your song(s) in there.
Example of a folder that i've created, which i use to put all the songs i want to listen to while racing.
In that folder, create a new blank entry by hitting Ctrl+N and naming it "O_XXXXXX", where "XXXXXX" can be anything you want, although i recommend naming it something similar to the name of the song you're going to put in this entry.
VERY IMPORTANT : The name of the entry MUST NOT be longer than 8 characters total, must start with "O_", and can only contain UPPERCASE letters and numbers.
For example : O_BANANA works, but O_BANANAS doesn't.
After creating the entry, right-click it and select "Import", then pick the audio file you just exported earlier. When prompted to change the entry type, select "No".
Since i am using the song "Dropaholic" as an example, i will name the entry "O_DROPAH" :
If you imported the song into a folder that contains a "MUSICDEF" file, select it and click "View as text".
If not, create a file named "MUSICDEF.xxxxx" where "xxxxx" can be anything you want. Then select it and click "View as text".
If you are editing a pre-existing MUSICDEF, do the following step at the bottom of that file. Otherwise, simply do as follows :
Type "Lump XXXXXX" where XXXXXX is the name of the entry you just made.
(Optional, but recommended) Under it, you can add a variety of values, such as :
• "Title = " the title of the song
• "Author = " the author of the song
• "Source = " the game (or anything) where the song comes from"
• "OriginalComposers = " the name of the original composers of the song (in case the music comes from a game, or is a remix)
• "Volume = " the volume of the song in percentage (default 100)
• "ContentIDUnsafe = (1 or 0)" whether the music should play if you have Streamer Mode enabled in the options (default 0)
• "Important = (1 or 0)" don't really know what that does, but best not to mess with it too much (default 0)
Make sure to leave at least one blank line between Lump declarations.
All done !
Now simply save everything and open up the game.
In the Stereo Mode, custom songs will be at the end of the available songs, and will be sorted in the same order that you declared them in MUSICDEF.
Map songs will remain in the same order, whether you replaced any of them or not.
DO NOTE that you can use this method to replace sound effects within the game, just don't add a LOOPPOINT or LOOPMS to the sound's metadata, and use it to replace the sound you want in "sounds.pk3", also located within the "data" folder of your Ring Racers directory.
And that's it! Happy racing, and try not to hit the walls of the track while you're bopping to your favorite tunes!