Alien wrote:divVerent wrote:Only if you really believe that a project without source is "open source". Be sure that ID would, in such a case, make a press release where they clearly state and prove that the game whose authors they sued does violate the license (by them not providing source for some binary).
Depends on what the source is. Nobody defined what the source of the sound file is. A project file is only interpretation, what the source could be. It has no legal background to prove if the GPL is really applicable to soundl
If it is NOT applicable to sound, this whole thing is moot, as it would be entirely impossible to use ANY sound in a game that's under the GPL.
Also, source code IS defined by the GPL:
GPL v2 wrote:The source code for a work means the preferred form of the work for
making modifications to it.
GPLv3 has this same definition, but clarifies further:
GPL v3 wrote:The Corresponding Source for a work in source code form is that same work.
Now, normally, the ogg or wav file is NOT the "preferred form of the work for making modifications to it". However, depending on how it was created, it may be it anyway.
For example, if you make an image, and have to apply some filter to the result of merging the layers, and this filter is NOT linear (be it resynthesizing, gamma correction, or a median filter), you can't work around it by applying the filter to each layer separately. This means you have to flatten the image, to merge all layers into one. All the layer information is lost here, and then, the XCF/PSD file would be no gain over the resulting TGA file. In this case, the texture TGA file basically "is" the source code - simply because it's the only editable form at all that is complete.
If, on the other hand, your image editing application allows non-destructive editing even in such cases, and can preserve the input even after flattening (e.g. because it stores the whole "undo history" with its project files), its project files WOULD be the only source, as it is fully editable and nothing else would be.
Now in image editing, we are simply not that far yet in "widespread" applications. There once WAS such an app for Windows 3.1 that could do this (and also work on very large images by actually working on a small preview, and applying all the edits to the large source images on request), but neither this app nor its methods ever caught on.
In video editing, on the other hand, we ARE that far. Non-destructive video editing is the standard.
As for music, I simply don't know what apps store as project format. Also, not all people make music the same way. E.g. if it is a live recording, the recording obviously IS the preferred form for editing - while, on the other hand, the POSSIBLE editing is very limited.
If your app however stores a project format and allows later edits with it, it most likely IS the source code. And as you have even publicly stated to possess such a source, you cannot later claim the wav is the preferred form for editing. Thus, these project files would be required.
You do not have to give us these files now, but you have to keep them and give them out to anyone who requests them. Obviously, it'd be better if you'd store them at a public location instead, just to get that problem out of your way.
To conclude: do you prefer editing your music in wav form and throw that project file away, or do you prefer editing that project file? Do you think anyone would believe you if you told him you always edit the wav file as that's easier (assuming you're not talking about a live recording)?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.