Nicknine

EA MPF Documentation

Nov 6th, 2020 (edited)
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  1. Summary of how the original MPF works:
  2. 1) Nodes:
  3. First you have nodes, each node represents a music segment. When the race starts, the game starts music with the initial node specified in the header. Node can have one or more branches picked based on controller value (set to race intensity in NFS games), selected branch determines which node to play next. Each node also belongs to a section which affects event actions (see below).
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  5. 2) Events:
  6. Second in MPF file are events. When the game wants to change to different music, it fires an appropriate event - this forces the next segment to the one assigned to that event for the current node's section. First few event IDs are fixed; in NFS2, 0 - unused(?), 1 - Crash; in NFS3, 0 - Crash, 1 - Pursuit Low, 2 - Pursuit High, 3 - unused(?). It appears that section 0 is always a dummy, probably a default section created first.
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  8. 3) Samples:
  9. Audio samples are stored in MUS files, and their offsets come third and last in MPF file.
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