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Official Game: Project Maridacan
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Dynamic music system
Dynamic music system
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Dynamic music system
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Aleph Wren
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Dynamic music system
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on:
March 19, 2007, 04:08:28 pm »
It could be great to create a system where you can load some musics for different situations, and also manage some random values, so that in one situation not only is heared one music all the times, even a different music according to that situation..
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Aleph.-
2playgames
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Re: Dynamic music system
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Reply #1 on:
March 19, 2007, 04:45:58 pm »
Well of course
Playing the same music all the time is horribly oldfashioned
The BFME Series has this too, btw.
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Darvin
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Re: Dynamic music system
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Reply #2 on:
March 19, 2007, 11:46:36 pm »
Well, there are some annoying traps in dynamic music. One of my biggest pet peeves was Empire Earth where you would go and manage combat for a few seconds, then go back to base and manage that for a few seconds seconds, every time you moved the screen the music changed. If it's done well, dynamic music works nicely, but if it's done poorly I'd much prefer just to have some tracks running continuously in the background.
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Aleph Wren
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Re: Dynamic music system
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Reply #3 on:
March 20, 2007, 01:40:43 am »
Darvin, you can control this fluently making use of fades in music.. Fades I think are crucial for a transition between one "style" to another..
As I said before, there is a game that has many great improvements, Original War has, for example, this "system" implemented, and its a good example of the fades in music. Also what I've seen is that in some cases it waits for the song to finish. And that the song is relatively more little than the other ones (preparation, victory, quiet, etc.).
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Last Edit: March 20, 2007, 02:04:35 am by Aleph Wren
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2playgames
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Re: Dynamic music system
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Reply #4 on:
March 20, 2007, 12:08:39 pm »
The battle music shouldn't fade away when you move the screen, because then the music will change too often. I think BFME's system is ideal, where battle music plays as soon as there is battle anywhere on the map.
Also, if you are familiar with Metal Gear Solid: The Twin Snakes (for Gamecube), they have a battle music which is very similar to the normal music. This music will fade into a caution music (at the same point in the track, so it's smooth), which will then fade to normal music.
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Last Edit: March 20, 2007, 12:10:17 pm by 2playgames
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Darvin
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Re: Dynamic music system
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Reply #5 on:
March 20, 2007, 03:42:32 pm »
Fading is one of the most important things to have in dynamic music, and I think it's safe to say that it's mandatory. Beyond that, there are a few very important aspects to consider:
1) free for all: in the event that the game is a free for all, we must acknowledge that a frenzied battle for one player may be taking place at a time of total peace for another. As a result, each player's "music mood" will be different. Moreover, if the battle theme starts playing when things are going smoothly for you, this is an indication that the opponents are duking it out - a freebee without any scouting, essentially.
2) smooth transitions: there needs to be a considerable buffer between moving between different moods. Certainly we need more than just combat and non-combat music, with "standoff" middle ground music in between. We need to ensure that we don't "flicker" on the boundary between two moods, and that the transition is made at a good time.
3) continuity: it's important that after a battle theme that we go back to where the peace theme left off and not start something new. The bottom line is that you'll only hear the beginnings of each track if the battle theme interrupts it every minute or so.
Ultimately, I just want the best music we can get. I do think there is some music that doesn't need, and is in fact harmed by, the dynamic process of breaking it up and piecing it together. The goal is to produce what is best given our resources and our goals.
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Last Edit: March 20, 2007, 03:47:45 pm by Darvin
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2playgames
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Re: Dynamic music system
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Reply #6 on:
March 20, 2007, 04:48:20 pm »
Quote
free for all: in the event that the game is a free for all, we must acknowledge that a frenzied battle for one player may be taking place at a time of total peace for another. As a result, each player's "music mood" will be different. Moreover, if the battle theme starts playing when things are going smoothly for you, this is an indication that the opponents are duking it out - a freebee without any scouting, essentially.
woops, by "battle anywhere on the map" i mean "battle with your units anywhere on the map", of course
just like in BFME
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Aleph Wren
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Re: Dynamic music system
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Reply #7 on:
March 20, 2007, 05:17:34 pm »
Quote from: Darvin on March 20, 2007, 03:42:32 pm
Ultimately, I just want the best music we can get. I do think there is some music that doesn't need, and is in fact harmed by, the dynamic process of breaking it up and piecing it together. The goal is to produce what is best given our resources and our goals.
Yes, maybe instrumental music is the best choice. And, if that is the case, I can prepare them for your demos if you wish..
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Aleph.-
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WHEEE!
Re: Dynamic music system
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Reply #8 on:
March 26, 2007, 04:10:19 am »
Of course OW (funny acronym...) will have Dynamic Music... eventually. I think it's more important discussing how the music will be integrated, and then crossing the Dynamic bridge when we reach it.
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Es ist noch dasselbe der alte Eiserne Tor wille Bruch!
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