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high rated
This program has received virtually NO testing, so ANY feedback would be highly appreciated.

DOWNLOAD
https://github.com/hansschmucker/CueToOgg/raw/master/Binaries/CueToOgg2015100201.zip

LICENSE
GNU LESSER GENERAL PUBLIC LICENSE 2.1

SOURCE
https://github.com/hansschmucker/CueToOgg

VIDEO
http://youtu.be/-Arx7QFo0I4
(Also shows you where to move the files so that QuakeSpasm and Darkplaces will recognize them)

In case anybody missed it: Quake on GOG contains the CD images with the full soundtrack, but most engines can't use them ... and GOG can't provide pre-converted files, because of an old licensing issue.

Converting the files yourself isn't overly complicated, but it means hunting down some software... and that means that fewer people will play Quake, because that's too much hassle. And that's something I can't allow.

So, I've written a very simple cue sheet parser, which extracts the audio, then hands it over to FFMPEG (which is included in the download and doesn't need any form of installation either) to generate 256kbit OGG files.
It is NOT a special GOG-Quake-Audio converter... which would have been a lot simpler, but would probably cause licensing issues as well... it really works on most CUE/BIN files that don't already use compressed audio, for example Alone in the Dark 1/2/3, Descent 2, Earthworm Jim 1/2, Quake & Mission Packs 1/2, Rayman Forever, Redneck Rampage & Rides Again, Settlers 2 Gold and Shattered Steel.

Just put it in the same directory as your CUE files, in this case the Quake directory (or anywhere really... if it can't find any CUE files in the current directory, it will just ask for the path) and run it. Done.

Only thing it can't do (because that would be Quake-specific) is put the music in the right place, that's something you'll have to do yourself. It will create a directory corresponding to the BIN file and put the OGG files (which, lucky us, use the same naming conventions as most Quake engines, so you won't even have to rename them) in there.

For Quake that means you'll end up with three directories
game, gamea, gamed
containing track02.ogg, track03.ogg and so on.

GAME is for vanilla quake.
Create a directory named MUSIC in the ID1 folder and move these files in there.

GAMEA is for Mission Pack 1 - Scourge of Armagon
Create a directory named MUSIC in the HIPNOTIC folder and move these files in there.

GAMED Mission Pack 2 - Dissolution of Eternity
Create a directory named MUSIC in the ROGUE folder and move these files in there.

That's all there is to do.

For the audiophiles: No, it doesn't de-emphasize the sound yet. I doubt that most people will notice and in any case it's better than no music at all.

History:
20150905-01 Initial Release
20150906-01 Changed Bitrate to 256kbps
20150906-02 Changed search pattern to find CUE files as well as INST files (which is what most GOG games use as name for the CUE file)
20150907-01 Moved processing off main thread.
20151002-01 Added logfile
Post edited October 02, 2015 by hansschmucker
Very nice!

A very handy tool, that makes the process a lot easier. Many users will stop when they hear they need to mount an image or stuff like that.

Question for you:

What quality setting is being used? Can this maybe made user adjustable?

Could you expand your program to also extract into WAV files?

Maybe make another project out of this, BinCueRipper with more features?

Regarding the de-emphasising, I got some strong comments on YT that this step shouldn't be done. But there is no clear evidence online that I could find. So the jury is still out so to speak :)
Post edited September 06, 2015 by philscomputerlab
Right now it still uses the FFMPEG default settings... VBR ~128kbit I think.

Yes, this could and should be made user-adjustable... I'll look into it.
About making this a bigger project... is there really any use for this? IsoBuster does exactly that and if people really want to tinker with more complex settings, then they usually won't mind installing something, will they?

Gotta run now... See you later and thanks for the feedback!
Post edited September 06, 2015 by hansschmucker
OK, got a few more minutes... I've uploaded a new version that defaults to 256kbit...
And another one that will also accept INST files in addition to CUE files (they're really the same thing GOG usually just calls them INST files).
Post edited September 06, 2015 by hansschmucker
Moved processing off the main thread. Just in case some older machines get "Application not responding" messages.
Hi Hans,

thank you so much for your extractor! It works for the first two files for me but gets stuck after / during track 4.
Do you have any idea how I can fix this?

All the best from Bonn,
Chris

Quick Update:
What seemed like a dumb idea at first proved to be a quick workaround.
Force closing the process "ffmpeg" got your converter moving forward again. An odd fix, I agree, but it helped. :)
Post edited September 20, 2015 by cheetahxt
avatar
cheetahxt: Hi Hans,

thank you so much for your extractor! It works for the first two files for me but gets stuck after / during track 4.
Do you have any idea how I can fix this?

All the best from Bonn,
Chris

Quick Update:
What seemed like a dumb idea at first proved to be a quick workaround.
Force closing the process "ffmpeg" got your converter moving forward again. An odd fix, I agree, but it helped. :)
Just got a second report on this.. I'll check when I get home from work... and I'll add some debugging info to the next version so we can pinpoint these problems a bit easier...
Hmm... just did a fresh install of both Quake and CueToOgg on my work PC ... it works perfectly for me... So I can't reproduce the issue.

I'll put out a new build tonight if I got the time...
Could somebody who's facing the dreaded track4 issue try this build:
https://github.com/hansschmucker/CueToOgg/raw/master/Binaries/CueToOgg2015100200-Debug.zip

It won't fix the issue, but It will output everything that FFMPEG says to the console... just copy paste it and maybe we can pinpoint the problem.
Post edited October 02, 2015 by hansschmucker
Updated again. The new version (download link in the first post) is identical to the debug version but will output everything to a file named "cuetoogg.log.txt" in the application directory. So if there's an issue, just close the window and send the file to hansschmucker@gmail.com .
Hey, this is great! Will Quakespasm play .wav files? If so, sign me up for wanting these or, if that would be easier, 320kb/s CBR .ogg or .mp3 files would be great as well. Why compress if there is a CD-quality source?

Also, I just read in another thread that it is possible to add 'FLAGS PRE' to a cue sheet; does FFMPEG know what to do with that?

'Also' also I read that the times in GOGs cue sheets are off. That is certainly true for the .ogg files that were included with the first download (before the music was removed due to legal issues), haven't tested the current version yet. Anyone knows if these are correct, or are there correct cue sheets out there?
Post edited October 05, 2015 by sndwv
It's 256kbit right now... I doubt anybody will be able to spot any difference. As for the preemphasis... the jury is still out on whether this really should be applied. And FFMPEG doesn't handle the cue sheet, that's what my application does... and no, it doesn't know how to handle that flag yet.
avatar
sndwv: Hey, this is great! Will Quakespasm play .wav files? If so, sign me up for wanting these or, if that would be easier, 320kb/s CBR .ogg or .mp3 files would be great as well. Why compress if there is a CD-quality source?
QuakeSpasm handles FLAC, so it's possible to get bit-perfect playback as well as reduced file sizes :)

avatar
sndwv: Also, I just read in another thread that it is possible to add 'FLAGS PRE' to a cue sheet; does FFMPEG know what to do with that?
The SoX tool can de-emphasize - it might be how Trent Reznor wanted the music to sound (or it might not - preemp was a very weird thing to do by that point in time!), but many people (including myself) the somewhat harsher/industrial sound of the preemp version.

avatar
sndwv: Anyone knows if these are correct, or are there correct cue sheets out there?
It would be possible for Hans to add CUE time-correcting factors to his tool, but somebody would nee to figure out what the exact adjustments are before it's worthwhile. CUE sheets from other discs might or might not work with the GoG images - I've been wanting to play around with this, but I'm pretty busy at the moment, and need to get my hands on a phyiscal Quake disc as well.
According to another post you have to deduce 2 seconds and 25 frames for Quake. Scource of Amagon is fine instead. Dissolution of Eternity is still unknown.
avatar
hansschmucker: This program has received virtually NO testing, so ANY feedback would be highly appreciated.

DOWNLOAD
https://github.com/hansschmucker/CueToOgg/raw/master/Binaries/CueToOgg2015100201.zip

LICENSE
GNU LESSER GENERAL PUBLIC LICENSE 2.1

SOURCE
https://github.com/hansschmucker/CueToOgg

VIDEO
http://youtu.be/-Arx7QFo0I4
(Also shows you where to move the files so that QuakeSpasm and Darkplaces will recognize them)

In case anybody missed it: Quake on GOG contains the CD images with the full soundtrack, but most engines can't use them ... and GOG can't provide pre-converted files, because of an old licensing issue.

Converting the files yourself isn't overly complicated, but it means hunting down some software... and that means that fewer people will play Quake, because that's too much hassle. And that's something I can't allow.

So, I've written a very simple cue sheet parser, which extracts the audio, then hands it over to FFMPEG (which is included in the download and doesn't need any form of installation either) to generate 256kbit OGG files.
It is NOT a special GOG-Quake-Audio converter... which would have been a lot simpler, but would probably cause licensing issues as well... it really works on most CUE/BIN files that don't already use compressed audio, for example Alone in the Dark 1/2/3, Descent 2, Earthworm Jim 1/2, Quake & Mission Packs 1/2, Rayman Forever, Redneck Rampage & Rides Again, Settlers 2 Gold and Shattered Steel.

Just put it in the same directory as your CUE files, in this case the Quake directory (or anywhere really... if it can't find any CUE files in the current directory, it will just ask for the path) and run it. Done.

Only thing it can't do (because that would be Quake-specific) is put the music in the right place, that's something you'll have to do yourself. It will create a directory corresponding to the BIN file and put the OGG files (which, lucky us, use the same naming conventions as most Quake engines, so you won't even have to rename them) in there.

For Quake that means you'll end up with three directories
game, gamea, gamed
containing track02.ogg, track03.ogg and so on.

GAME is for vanilla quake.
Create a directory named MUSIC in the ID1 folder and move these files in there.

GAMEA is for Mission Pack 1 - Scourge of Armagon
Create a directory named MUSIC in the HIPNOTIC folder and move these files in there.

GAMED Mission Pack 2 - Dissolution of Eternity
Create a directory named MUSIC in the ROGUE folder and move these files in there.

That's all there is to do.

For the audiophiles: No, it doesn't de-emphasize the sound yet. I doubt that most people will notice and in any case it's better than no music at all.

History:
20150905-01 Initial Release
20150906-01 Changed Bitrate to 256kbps
20150906-02 Changed search pattern to find CUE files as well as INST files (which is what most GOG games use as name for the CUE file)
20150907-01 Moved processing off main thread.
20151002-01 Added logfile
Ok I downloaded this program and did like it said but Quake doesn't recognize the music files that it created am I doing something wrong and if so what.
Never mind I downloaded Quakespasm and installed it to my Quake directory and the music works now for the original Quake haven't tried the expansion packs yet so don't know if they work yet.

It appears everything works fine now. Have you created a program like this for Quake2 cause I have a feeling the same problem with the music exists with Quake2 as well
Post edited November 22, 2015 by angelus04