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Actually Disabling Music

Posted: Mon Jan 11, 2010 12:50 pm
by Tricky
In Morrowind/Oblivion/(BS's)Fallout3, music can never really be disabled. Volume may be decreased, but the music always keeps being loaded into memory, stealing precious CPU resources. Oblivion had a little ini line called bMusic that could be set to zero. Fallout3 had the line, but it didn't work properly (I contacted the devs about this, they pretty much told me to deal with it).

Since Morrowind is much, much more CPU dependant than either Oblivion or Fallout 3, I am trying to lessen the load a bit by disabling the music. I *really* need that extra frame per second. I am running the game on a fine multicore laptop, but that's exactly the thing Morrowind isn't optimized to use. One 1.5 Ghz core and 50 mods unfortunately means it's chucking a bit at times.


The problem is that I don't remember how to trick Morrowind into really disabling the music. I found a single but crude fix: rename the music directory to something else. That kinda works, but also gives me an error message when the game is trying to find a music file in a non-existent directory. That may be Windows Vista acting up, I wouldn't be surprised. Either way, this is not really what I was looking for.

So, in short, how do I really, actually, certifiably disable the Music?

Posted: Thu Jan 14, 2010 12:41 pm
by Magelord648
I don't know how to disable music but I think the EXE optimizer changes the Morrowind exe to recognise multicore processors. I remember getting a nice speed boost though that was just a hyperthreaded processor.

You should check it out if you haven't done so already.

Posted: Fri Jan 15, 2010 4:35 am
by Tricky
I can tell you right now that is not the case. The exe optimizer doesn't even really speed up the executable. Threaded cell loading should not be confused with the multithreading code needed to access other CPU cores. It is simply not there.

Posted: Fri Jan 15, 2010 9:38 am
by fable
It's overkill, I know, but you could set Disable Audio to 1 in the INI file. Only way I know how to do it--and I've been looking for some way to turn it off for years.

Posted: Fri Jan 15, 2010 12:41 pm
by Tricky
I think I might replace the music with a bunch of empty mp3s. That's a solution I found for Oblivion once, only then it wasn't actually used to replace but to insert large periods of silence in between mp3s.

It might just end up making things worse though. I can imagine it would cause the script to load music to run into some sort of constant loop because the mp3s are 0 seconds long.

I'm still a bit busy unpacking my things as you know, so I'll get around to do test this idea in a few days.