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Posted by DaZ [212.159.41.215] on 2003/01/18 21:00:41

No, this is not "what do you listen to while you map". This is "What music should be played WHILE playing a certain map".
Music in games is all about setting the atmosphere in a level, you cant have an up beat tune in a dark and evil map, it just wouldn't be right, wheras something gritty, un-settling and generally evil would intensify the mood of the map you have made.
So, how much can music affect custom maps? How should it be used? Is it a shame that in some games custom music cannot be used. Thoughts and ideas please...

/me Is Still Working On A Title
#1 posted by pushplay [24.86.74.102] on 2003/01/18 21:37:04
I don't think adding music to a map is such an intellectual process. For the Cube maps I've made with custom music, in all but one of them the song was picked from something I already had. Putting the two together just felt right, no analysis.
It would be a joke to try and assign rules like "no up beat music in an evil map." I can picture a style of map where that would work. A sort of psychotic circus freak show kinda map. Hell, if I can find the textures to go with that idea I'll actually do it.
Music 'n' Maps
#2 posted by necros [172.144.30.186] on 2003/01/19 14:56:12
well, the music should reflect the environment. you don't want anything with a techy feel in pure medieval map. beyond that, it don't think there are too many rules that dictate what music should go with what type of map.
anything that accentuates the mood your trying to create in the map should be fine.
for nesp06, i tried to pick a tune that was very heavy and brooding, to reflect the plight of the player at the end (getting stuck in Midian with no way home). it was just some CoF song that i happened to like and that happened to fit in with what i wanted.
mostly, though, it should be music you like.
The Only Rule Is
#3 posted by metlslime [12.231.113.167] on 2003/01/19 21:20:11
that the music shouldn't suck when you listen to it on its own. All other putative rules will have exceptions, including "no techy music in a medieval map."
#4 posted by necros [172.161.208.150] on 2003/01/19 21:52:43
ok, yeah. that was a generalisation, but you know what i meant. ;)
Personal
#5 posted by daftpunk [147.197.236.119] on 2003/01/20 08:25:16
this sounds stupid,lame and cheap. but sometimes however hard you try to pick (or make) music for a map people won't like it. i get friends saying: chris, why you listening to Grieg? you where listening to Sasha Global Underground Ibiza half an hour ago! how can you do that?
answer is, not all people like all music and they have preconceptions about it. so, in theory a medieval map would sound nice with some dark music, in practice the player may after a while want pumpin drum n bass!
if you include music. do your best. dont worry if you get mail by people saying they think its shit. they prolly dont even have a clue what effort you put in it. you gotta "impose" things. democracy isnt always the way ahead...
Various
#6 posted by spentron [172.140.144.29] on 2003/01/20 13:13:52
I have found it sometimes can be magical to have very emotional, deep music during violent gaming, at least in SP. It's a strange resolution of beauty and violence I wouldn't expect many to get.
"the music shouldn't suck when you listen to it on its own" .. yes but it doesn't have to hold the interest to the degree when listening only. I have very high standards with regards to extended serious listening.
I'm making my own music for the episode I'm (honestly) nearly done with and it is useful in "framing" the progression of styles and reinforcing the transitions. You might listen to the individual tracks and say "OK but not great" but when the change comes it will certainly have impact.
Re: #5 "do your best. dont worry if you get mail by people saying they think its shit" .. yep, only way to come up with something that isn't watered down (this applies to more than music).
No Music For Me
#7 posted by underworldfan [172.175.255.49] on 2003/01/20 14:39:23
i must admit i tend to prefer no music at all when playing FPS. i prefer to here the sounds of the weapons, monsters dying etc. Infact i think the silence inbetween fighting is often crucial to an immersive atmosphere and also increases the tension considerably.
Having music playing (any kind of music) reminds me i am just playing a game. Without the music, i become much more immersed in the epxerience.
Neither For Me...
#8 posted by Auhsan [62.42.233.244] on 2003/01/20 19:51:41
I prefer no music at all (well if it isnt a situation were there is music in the place were you are like a tavern or something). Good ambient sounds make you feel more immersed in the game, music just feels like something that you shouldnt be hearing.
What About
#9 posted by necros [172.167.76.204] on 2003/01/20 19:55:24
music at the end of the map? like to go along with ending text, or cutscene, etc...
Music For Me
#10 posted by pushplay [24.86.74.102] on 2003/01/21 00:23:48
Often times I'll play Cube or Q3 with winamp playing my own music in the background. Even though I lose a little bit of an edge by hearing the audio cues a little less clearly, the music gets me in the mood. When I feel the groove I shoot better, or at least feel happier about my shooting. After all, doing well is really only a facet of enjoying the game.
I think what's important is that the music be optional. Like I have F10 bound to (Cube's) music off, and F11 for next random song. I assume a lot of people have something similar, so I'm not forcing my music on them, just suggesting it.
Dunno
#11 posted by daftpunk [147.197.236.119] on 2003/01/21 05:12:06
i never play winamp because once in 20 times it might crash. ok the new one doesnt...i know!
i still think the music from doom2 is one of the best and i went to download it as midi. also checked some of the author's other music. you should too...he's brilliant
quake music was ok. trent reznor did a good job, with the sounds too for monsters and things i believe...
quake2 music..i like rock and metal but not just any stuff...it becomes cheap and dated. quake music was more industrial technoy weird stuff. quake2 music sounded like cheap punk after a while...
how's doom3 music. anyone heard much of that? i'd love to know.
Hmmm...
#12 posted by Wazat [144.38.206.29] on 2003/01/21 15:02:12
I've noticed that some music that I wouldn't listen to normally works quite well in the background while I'm shooting stuff. Classical music, various tasteful techno, the music from Armored Core series, etc.
If you ask me, several of the Half-Life songs were excellent to play quake in. The Matrix soundtrack also holds some excellent pieces. These are songs I'll listen to in or out of the game.
I hated Cube's music (even though I liked the engine very much). It didn't seem to fit with the newness of the engine, it was annoying, and it was so loud it drowned out the other sound. My favorite song was the one that was really quiet and didn't do so many tacky beeps and bops. :) I mean no offense tho... that's just how I feel about it. There are a lot of midi that would fit perfectly into a fps game. Absolutely perfectly, just not those ones.
I still prefer no music over something that doesn't fit at all with the feel of the game. If I was playing a sidescroller with funny enemies and sprite powerups and everything looked like it was done in the '80s, then I would be satisfied with the matching music. But in quake, I prefer something more advanced.
Understand, my opinion is quite different from most here. I didn't like the original quake1 soundtrack; not my kind of music. I did like Strogg Leader or whatever it was on the q2 soundtrack, but that's all I remember. The UT music seems ok to me in the background, but not to listen anywhere else usually.
Has anyone here played EarthWorm Jim 2? There was one level where the music was moonlight sonata, while jim's running around shooting stuff. It fit absolutely perfectly. I guess it all depends on the situation.
------------
#13 posted by cyBeAr [213.66.231.239] on 2003/01/22 05:18:35
I remember I really liked playing e3m1 while listening to Nirvana's Polly, generally I don't listen to music while playing though
Bleh
#14 posted by Vondur [195.128.65.237] on 2003/01/22 09:34:29
i think that if the game has proper music, no need to seek for additional sound there. only if you customise stuff yourself. look at quake - prefect sountracks. personally i like 10th and 11th track, so i set them for all my q maps by desault.
as for the other games, some of them have pretty nice music (dungeon keper, age of mythology, starcraft, war3, avp2, unreal, etc), but some of them turn me to disable it (q2, some of q3 tracks, etc).
so, generally i don't use additional music to replace unwanted one. i just disable it.
Yea
#15 posted by Wazat [144.38.206.220] on 2003/01/22 10:33:59
The starcraft & warcraft music was quite good. But many other games have me racing to the menus to turn off the music before my head explodes...
One Problem..
#16 posted by Snaga [217.211.219.80] on 2003/01/22 19:59:37
with music in gameplay is the loss of sound contrast. And that both in the contrast; battle zone area / licking wounds areas. And contrasts in the ambiant sounds put in to increase moods of different areas of the map.
just a reflection..
Tunage
#17 posted by spentron [66.33.195.194] on 2003/01/23 12:27:37
I don't like music in DM, it's too frantic (not that I'm into DM much anyway). But it can be very effective in SP, since you do have some ability to enjoy the scenery and all.
One other nice place for music is intros, although this is more the case in console games. They get you pumped to actually play (in the case of the Saturn game Amok, more than is warranted ;) ). BTW, the only game soundtrack I listen to regularly is Stellar Fire (Sega CD), it's fantastic.
As to Quake, I found there to be an impressive match between the actual tracks playing and the levels associated with them (although other CDs in the drive can surprise you in this regard).
As to Cube, the good track (IMO) is Drannerz' mighty Cubez0r (enter "music songs/cubez0r.xm"), which is the only non-MIDI track. I've started using soundvol 100, down from 150. All my levels use that track or custom music.
Cubez0r.xm
#18 posted by czg [158.38.54.107] on 2003/01/23 16:17:40
Thought that was DaMaul's work...
Yes.
#19 posted by R.P.G. [24.136.233.117] on 2003/01/23 18:39:20
It is DaMaul's track.
Cubez0r
#20 posted by spentron [66.33.195.194] on 2003/01/24 12:01:51
Sorry, I'm currently at a loss as to how I made that mistake.
Moosic
#21 posted by ELEK [24.50.194.71] on 2003/01/27 00:41:07
I really like games that the music seems to ebb and flow with the pacing. If there isn't a ton of action going on, there is little to no music....but if you are engaged in lots of action the music picks up a bit getting you into the groove. I liken it to a good movie soundtrack, if music was used more in games like it is in films it would really enhance the experience. Deus Ex comes to mind in this regard. I don't necessarily feel that it is a model of perfection, but it was successful on a level. I take that and imagine a soundtrack, or audio anthem for each map/area/environmental style, and then add in differing tracks that can be placed into the mix when the action gets hot.....I think something like that would work nicely. I really think music can play a much bigger role in creating an over-all landscape for a game. It seems to me that on many occasions, music and snd-fx take the back-seat in the production schedule, thought that is changing.
Adaptive Music
#22 posted by metlslime [12.231.113.167] on 2003/01/27 00:48:09
I don't like songs simply fading into other songs. Ideally it would sound like a single piece that a composer timed to whatever action you are doing. This would be accomplished by packaging the music as a sort of mod format, and having game events modify the playback using some sort of scripting language -- modifying instruments, changing tempo, or selectively mixing certain channels. My favorite example of this is the drum beat in super mario world (SNES) that you can only hear when riding yoshi. It's just a shadow of what can be done, however.
The great thing about qmap being dead is we can have all the old conversations over again. I know i've had the music one at least twice.
Yeah..
#23 posted by ELEK [24.50.194.71] on 2003/01/27 10:12:59
I agree. I was thinking along the same lines. Not fading from song to song, but tracks that are intelligently created, so that an ambient track could have specified timing points, inserted by the composer, at which time an action track could be started. It wouldn't necessarily have to coincide with the firing of a weapon etc. So scripting would be necessary.
Oddworld: Abe's Exoddus
#24 posted by czg [158.38.54.107] on 2003/01/27 14:29:18
That game has some nice pace-matching music. If you're just walking around looking at shit, there'll be just some ambient woooooshing™ and some thematic beats along with the gameworlds ambient sounds. (Fans, miners, bombs, meatgrinders etc) When you enter a room with a lurking danger then, you can hear the music tensen up, the beats go quiet, and there's this trademark 'violin' shound like in movies when the nekkid chick is supposed to get killed and she sneaks around a corner in her basment towards that malicious shadow that turns out to only be last years halloween decorations and the killer clown is actually behind her... that bit is in there. And then when the action breaks loose, and the evil guys come chasing after you, the music immediately gets up to something that might be classified as and 'action beat' or 'chase music' or whatever.
Then when danger is evaded it fades back to the original ambient woooooshing™...
Not the best example maybe, but I still like the effect. Besides, fricking awesome game. Run and buy! Bargain bin, £2.50!
...
#25 posted by wrath [195.58.111.103] on 2003/01/28 10:24:40
games with good music;
homeworld.
ico.
riven.
that is all, carry on.
Dynamic Music
#26 posted by Wazat [144.38.206.26] on 2003/01/28 14:16:09
ELEK said:
"I really like games that the music seems to ebb and flow with the pacing. If there isn't a ton of action going on, there is little to no music....but if you are engaged in lots of action the music picks up a bit getting you into the groove. I liken it to a good movie soundtrack, if music was used more in games like it is in films it would really enhance the experience."
I'd say that's a lot like Metal Gear Solid 2. Dynamic music that beats quietly in the background durring periods of uneventful sneaking around; yet, when the Snake is discovered, or enters a serious/hazardous situation, the music changes to a more stimulating, alarmed beat. The gameplay and the music play hand in hand seamlessly. MGS2 I think is a credit to game music everywhere.
I also liked the old Return Fire game that would play different classical music tracks depending on whether you used the Tank, Armored Truck, Jeep, or Helicopter. It added to the personality of the vehicles and was pretty parallel with the way things moved and felt.
Return Fire!
#27 posted by nonentity [213.1.45.6] on 2003/01/28 17:56:53
God I loved that game
I'm Hoping To Do A Q1 Mod Of It....
#28 posted by Wazat [144.38.206.220] on 2003/01/29 10:14:55
If I ever get around to it. :)
Question (rahter Unrelated To Games, Sorry)
#29 posted by daftpunk [147.197.200.13] on 2003/01/29 13:29:53
how many of you MAKE music and how much time do you spend on it? what programs do you use? have you ever released anything (on vinyl if you are a fanatic perhaps..)?
no, i'm not running a poll. just wanting to find out if i't something i ought to pursue. i'll let you know my answers to make it fair:
about 40 hours per song (can be more or less, depends more on production refinement rather than the actual melody)
reason 2, soundforge for fx, various sequencers (didnt buy those, a friend does it for me)
i'm rather clueless on copyright. what do you guys do if say oasis (cough!) stole your music from cube. yes you'd be proud but would you be able to sue them?
"those"
#30 posted by daftpunk [147.197.200.13] on 2003/01/29 13:30:56
refers to the sequencers. i can do a lot of programming on reason. otherwise it sounds like my friend does everything...lol!
Free Sequencing Stuff
#31 posted by Fat Controller [203.98.50.151] on 2003/01/30 00:43:56
Try <a http://www.modplug.com>Modplug&... and get their Tracker program - that's the sequencer proper.
This'll leave you with a file that you can play in <a http://www.winamp.com>WinAmp<... 2.81 or later. Select the "Nullsoft Disk Writer" for output in Preferences.
Now you have a humungous WAV file (about 10MB/minute). <a http://www.cdex.n3.net>CDex<... is just the thing for turning it into an MP3, OGG or whatever.
I have a bad case of the ol' CD burners, can you tell?
Cheers
#32 posted by daftpunk [147.197.236.119] on 2003/01/30 09:33:41
for cdex, i was looking for it. i know modplug, i have listened to quite a lot of .mod and xm and so on. they are quite efficient.
i SOMETIMES use winamp to output mp3 to wav but it's not the best in quality (because it's a freeware product so what can i expect). soundforge is good because there is no loss in quality (i know mp3s are lower qual anyway...).
i have played my tunes in a club only to find that i can hear a hiss that i couldnt in my headphones or home sound system. so annoying!!
Music Making...
#33 posted by necros [172.164.123.31] on 2003/02/03 19:58:43
uhm...
i used to use Modplug to make music, but i switched to FruityLoops ( http://www.fruityloops.com ) a year ago.
some would argue whether or not FL is good at all, but it does what i want it to do, and sounds nice to me.
although you must pay for it, it's relatively easy to get a ripped version of it somewhere...
the time it takes to make a song varies. if i'm very inspired, i'll whip something up in a few hours, and polish it off for twice that amount of time... some other stuff (like the song i'm doing for a map i plan to release sometime soon) take longer, as in, many, many hours to get it all sounding right.
and of course, there's the 'music' block similar to mapper's block. ;) so that can have an adverse effect on the time taken as well.
Phattest Sound
#34 posted by Vodka [217.195.94.181] on 2003/02/04 00:11:45
try reNoise.com tracker
I Like Music In Games
#35 posted by Dilvish [172.184.112.51] on 2003/02/07 02:14:01
as long as it doesn't stop me from hearing the sounds that can sometimes prove to be lifesavers.
Anyone's listened to the whole main theme of Tomb Raider 1? I think it's beautiful.
Necros
#36 posted by daftpunk [147.197.200.13] on 2003/02/07 13:59:24
well i got fruityloops and a friend of mine got a copy off me (i'm kind...since he still aint let me hear any of his tunes if he's made any).
havent used fruityloops enough to gauge it against reason. can you make jazz with FL. atm i'm working with reason orchester soundbanks with all the nice orchestral instruments. trouble is, there are lots of nice strings and gongs but trying to find a good saxophone is impossible. trumpets are ok but then you have to arrange them so they form chords (one in C one in bla and one in bla) or they sound shit...
ps anyone like the music from worms armageddon?
Erm...
#37 posted by necros [172.165.22.159] on 2003/02/07 21:19:12
well, FL is all software synths... not as versatile as hardware ones, but they get the job done. (and they're cheap).
getting a trumpet synthed in FL is possible, but difficult to get right. it's really more for electronic stuff, but if you've got enough samples, i suppose anything is possible in that sucker.
Fallout
#38 posted by Vodka [81.3.154.127] on 2003/02/07 22:37:37
Fallout 1/2 music is great. Sets the mood and makes the game even better (I just finished replaying fall2 once again)
Question
#39 posted by daftpunk [62.252.64.4] on 2003/02/13 15:18:38
about synths. does anyone know how powerful softsynth is compared to hardware. i don't mean: yeah, sounds cool bla bla. just wondering if anyone has any knowledge of the coding. my dad knows quite a lot about hardware but when i ask him how close software gets to hardware emulation his knowledge runs out. i'm just curious, nothing more. i wonder if software will be able to overtake hardware with more powerful pcs.
Daft:
#40 posted by Dilvish [172.186.203.11] on 2003/02/15 08:35:26
I have a friend who's a hardware synths freak (He must own more than a hundred) and he was really amazed by some soft synths sounds from Gernerator and even Buzz. So it mustn't be be too bad.
Daft:
#41 posted by Dilvish [172.189.111.44] on 2003/02/15 10:43:08
I have a friend who's a hardware synths freak (He must own more than a hundred) and he was really amazed by some soft synths sounds from Gernerator and even Buzz. So it mustn't be be too bad.
Fuck! Double Post
#42 posted by Dilvish [172.189.111.44] on 2003/02/15 10:44:01
):o
#43 posted by Vodka [81.3.154.146] on 2003/02/16 00:37:34
BUzz ? haha
It sounds so dirty and noisy
Generator/reactor ontoh has great pro quality sound
Buzz
#44 posted by metlslime [12.231.113.167] on 2003/02/16 01:23:05
i tried using buzz sometime last year. I'm not even much of an audiophile, and i still noticed a sort of dirty/noisy sound from it. Too bad, becuase it's kind of a nice program in some ways.
I Like Buzz
#45 posted by Dilvish [172.186.148.106] on 2003/02/16 01:47:39
and its sound (not all); unfortunately, the sequencer is a bitch to use; anyone can point me to a good free (or *cough* hacked) sequencer?
Generator is much better though.
And much more expensive.
Modplug Player
#46 posted by daftpunk [147.197.200.13] on 2003/02/17 04:50:03
fat con was recommending it some posts ago. if you really wanted something cheap, and did all your sounds in wave, you could use danceejay. ok, ok, you can start laughing now...
sequencers are just drag n drop so basically all the same...
#47 posted by Vodka [81.3.154.188] on 2003/02/18 00:22:39
renoise.com <- the best tracker. VST support and great quality sound. And it has FT2-like patterns!
The basic version is free, advanced is ~45$
I may sound like a sort of shill, but it is the best tracker I`v tried. It sounds better than fruityloops and IMHO even reason.
Just Go To Http://renoise.com/ And Read About It Yourself
#48 posted by Vodka [81.3.154.188] on 2003/02/18 00:27:49
Re: Modplug Player
#49 posted by spentron [63.159.52.2] on 2003/02/18 09:04:18
I haven't tried a lot of other things but I definitely recommend ModPlug. It's straightforward, versatile and very windows-y (although still a little different since this music after all).
Since I got into this sequnced format to make music for Cube, any tracker that doesn't output in a compatible format is useless to me. Of the progs that talk classic MOD formats, ModPlug is the most modern I think (BTW, I couldn't run FastTracker on my PC because of DOS sound issues). You will have to take care of sample *recording* seperately, however, since that's not built in.
The episode I was talking about in #6 above is released, see News. The levels can almost be classified by the music associated with them.
To bring it back to games, one possible concern to those making downloadable stuff is filesize. I did miracles with the filesize for the music for my episode (over 14 minutes worth for about 1.3 meg!), but hit counts still indicate a good possibility some balked at a download when seeing the 2.4 MB download (huge for a Cube non-conversion set, 60% music).
Hey!
#50 posted by R.P.G. [24.136.251.42] on 2003/02/18 09:30:53
I downloaded it just for the music!
Daft
#51 posted by Blitz [170.224.224.38] on 2003/02/18 18:25:30
I'm using Reason and Live mainly to make music. If you wanna check some of it out, go to www.mp3.com/blitz_music and give it a listen.
I find that Reason is all you need to make music =)
Yep
#52 posted by daftpunk [147.197.200.13] on 2003/02/21 19:31:53
i guess i'll get round to checkin stuff but as my dj partner says: make the choons first and only then start complaining about the sound. at least you made somethin!
i cant understand how the .mod contains such accurate info but in such little space. way better than midi. so why do we use wave format? ok, for the live instruments recorded with microphones i guess. but do we need wave for dance music?
Checked Site
#53 posted by daftpunk [147.197.200.13] on 2003/02/21 19:49:40
i'll be using renoise possibly. looks interesting. cant do a websearch for "Live" realistically, so if anyone has their website, it would be useful.
the main prob i have at the moment is that with reason2 i can make 90% but for one off samples and stuff i have to use an external sequancer. also i have problems with tempo signature (3/16 in a 4/4 tempo for example).
ps remixonline is a nice site
Re: #52: Yep
#54 posted by spentron [63.159.52.8] on 2003/02/21 23:06:12
"i cant understand how the .mod contains such accurate info but in such little space."
Many MODs are very MP3-sized. The samples are basically WAVs. You can convert a WAV to a MOD, but the filesize is essentially the same. Two things make them small -- without lossy compression. One is if the total length of the samples is shorter than the song. If the sample is a note, it can be repeated and transposed. If the sample is a bit of something like a voice or riff, it can be repeated or played in any fraction. The second thing is that a bunch of lo-fi samples playing together sounds much better than a whole piece of music squashed into a single waveform at the same quality setting. Different quality samples can be used according to frequency of use, sample length, and volume (it's also easy to make different quality versions of the track).
You could make a huge MOD, for example if many tracks played a different hi-fi sample each as long as the song, like a conventional multitrack almost.
A MOD is basically a MIDI with samples attached and few extra frills. MIDIs use stock sounds; they can be OK, but for some reason few are... could be the composers, or those sounds don't inspire.
As you can see from the above, MODs are basically put together by hand, so conversion to that format tends to be impractical. Playback also requires a compatable player, and streaming is impossible. Since they're based on uncompressed audio, low bandwidth versions can be slightly harsh, but tighter and less homogenized than MP3.
Thanks
#55 posted by daftpunk [147.197.200.13] on 2003/02/23 11:41:29
cheers for that. i understand it now. i know what you mean about quality of samples and stuff. often you can get them down in size quite a lot without hearing difference (not on PC anyway).
Ok, I'm Intrigued...
#56 posted by distrans [203.29.131.3] on 2003/02/28 20:15:48
"...i have problems with tempo signature (3/16 in a 4/4 tempo for example)."
Are you talking about dropping in samples with a beat rate of 4 to 1, in which case the loop will resolve temporally every three bars. Or have you matched the beat rate and thus require 12 bars for resolution?
Killjoy...
#57 posted by Gleeb [217.40.46.243] on 2003/03/07 05:19:12
I tend to have a Electronica Playlist on when I'm playing... Quite a chunk of it is by Killjoy :)
Tempo
#58 posted by daftpunk [147.197.236.119] on 2003/03/07 08:41:27
basically playing 3 notes in a 1/4 length. easy with a keyb. havent found a way of doing it in reason. that's NOT 3/4 tempo I agree.
I am not yet making tunes where the tempo signiture changes (unless i was making eclectic music like QUeen or something). so its just a matter of finding ODD divisions in an EVEN matrix. i'll figure it out somehow...
Speaking Of Music With Varying Tempo...
#59 posted by necros [172.155.70.141] on 2003/03/10 14:35:20
have you heard Dream Theatre?
Title Cannot Be Empty.
#60 posted by NotoriousRay [130.85.16.42] on 2003/03/10 15:44:14
"also i have problems with tempo signature (3/16 in a 4/4 tempo for example). "
...are you talking about sixteenth note triplets? i.e. each note getting one third of the quarter note? if so yeah, alot of music progs like acid, etc dont even consider these, and it sucks. not all music is based around 4/4 and derivitives thereof.
by the by, tempo is not the same thing as time signature. time signature is a representation of what gets the beat and how many there are. 5/8 = 8th note gets the beat, 5 of them per bar, etc. tempo is pace, the speed of which the beat is played. you might have known this, but w/e.
and yes, dream theater r4wks. if you like that sort of stuff but without the cheesey vocals check out don caballero
Hmm
#61 posted by Vodka [81.3.154.49] on 2003/03/10 23:54:05
Acid is loop based, so you just do a loop at 3/4
Most of the software synths let you change the length of the pattern. IE set bass machine pattern length to 6 beats and drums to 8 or 16 and there you go.
Heh
#62 posted by NotoriousRay [162.33.176.216] on 2003/03/11 09:48:07
not really the point, speeds. when you paste samples (snare hits, etc) on the beats, that are not premade loops, theres no way to change the layout of the bars to go to anything besides 4/4. so you cant subdivide by 3 for triplets and you cant do anything in odd time signatures like 6/4 or 3/4 without just putting over the 4/4 and just doing math on when the bars resolve, tempo, etc, which sort defeats the point of using such a program.
#63 posted by Vodka [81.3.153.30] on 2003/03/12 00:42:26
render a single track to wav and then use it instead of sequence of samples - this way you can have odd ratio. Ofcourse ACID stratching quality kinda sucks, you cant do 'shuffle' and yadayada.. its just a simple loop-based multitrack thingie, not Logic Audio or Cubase
BTW...
#64 posted by Cyl1t3L [81.224.136.148] on 2004/05/02 02:35:42
Anyone used FruityLoops here?
That program rox >:P
.
#65 posted by necros [69.193.41.176] on 2004/05/02 02:45:57
well, currently i like playing almost any song from PK while i play quake maps. both the ambient ones and the 'action' ones go really well with quake's mood and style.
also, the theme song to resident evil (movie) is pretty good while playing-- very mysterious and evil sounding.
cyltl: yes, i use fruityloops.
No FL
#66 posted by . [68.22.93.68] on 2004/05/02 05:25:01
I don't like softsynths.
I listened to some of the music from Painkiller from the website, too loud/distracting for me.
Death Metal
#67 posted by Fern [151.203.154.203] on 2004/05/03 06:36:13
[nt]
#68 posted by . [68.23.79.179] on 2004/05/03 06:45:42
You mean cookie-monster bands.
Yeeeesss...
#69 posted by JPL [213.30.139.243] on 2004/05/03 06:55:17
Listening music while playing Quake (or other FPS) is what I do every time ... but I think Death Metal is not the only option... Quake particularly, and FPS in general required demoniac and hell satanic ambiance... So why not trying with Death Metal or Black Metal... or Grind Metal.... for example brand old groups like Slayer, Massacre, Death, Napalm Death, Cannibal Corpse, Crusher, or others.... Even old album from Sepultura (like Arise) can be really cool playing with... Think about it.....
Additional Infos
#70 posted by JPL [213.30.139.243] on 2004/05/03 07:06:17
The better is to use your CD player instead of adding directly "samples" into the game.... It lets the player choose his prefered music....
Bye....
Or...
#71 posted by necros [69.193.41.176] on 2004/05/03 11:58:33
Cradle of Filth!
mmmm... Black Metal... :P
Speed Metal, Or Even A Lot Of Psytrance, DnB, Techno, And SOME Industr
#72 posted by WyldeSnake [69.133.75.190] on 2004/05/03 12:58:53
All you guys map to pretty much death metal exclusively?
No
#73 posted by R.P.G. [24.136.230.101] on 2004/05/03 13:06:19
Depends on the game/theme. Lately I've been mapping without music as I found I map faster that way. Older Metallica for medieval themes, dark ambient for dark/runic themes, and grunge or pop metal for base themes.
I Never _map_ To Deathmetal Except For Twice.
#74 posted by necros [69.193.41.176] on 2004/05/03 13:07:40
right now i am mapping to the terran music from starcraft.
good songs from PK that i like playing and mapping to are:
Train Station Music 01
Monastery Music
Cathedral Music 01
and Bridge Music
Good COF songs to listen to while playing: anything on the Midian CD. :P
Ride The Lightening
#75 posted by HeadThump [65.140.54.25] on 2004/05/03 13:34:45
Kudos for RPG
Tool + Runic Grey
System/Down + Zerstorer
[ns]
#76 posted by Blitz [24.218.135.18] on 2004/05/03 15:38:04
The one map I finished was done listening to the 'Dead Cities' album from Future Sound of London.
I'll listen to almost anything I like when I'm mapping, but usually I tend to lean towards something that has some atmosphere (most pop/rock doesn't.
Music Or Not Music...
#77 posted by JPL [213.30.139.243] on 2004/05/04 10:26:15
... that is the question we should say.... Mapping (or playing) listening Death Metal, Hard Core Techno, or Alternative Fusion music, or others... is not an obligation... It's only a way to feel better...
It doesn't matter what kind of music it is, the only way is to feel good while playing or mapping...
But, if "good" music is RNB, Rap, or Soul... so it sucks... and all who love listening these ones sucks....
There's no compromise... Hard/Thrash/Black/Death Metal are definitively into the spirit of Quake... not others musics...
Enjoy !!!!
Hmm
#78 posted by DaZ [212.159.60.58] on 2004/05/04 15:50:19
I think I already said this somewhere on the internet (so of course everyone has read it) but I try to listen to music that fits with the style of map Im trying to make, Im not saying that I'll suddenly start listening to metal music or rnb or some shit like that, but I try to setup a playlist that gets me into the mood to build in a certain style.
FOr instace for crdm3 (the vendetta textured one - not released yet) I've been listening to lots of Catscan, lab4, Brain, and some dity DnB which I think makes me map eviler(tm)(c) and make more grimey dirty styles in crdm3.
Although tbh... I think I was listening to the carebares theme song when I lit it... argh! :D
Yay Let's Do The Whole
#79 posted by cyBeAr [213.65.179.30] on 2004/05/04 16:43:17
"everything I can't appreciate at the moment sucks" dance!
Ok
#80 posted by DaZ [212.159.60.58] on 2004/05/04 17:09:01
**dances**
everything I can't appreciate at the moment sucks!
**dances**
everything I can't appreciate at the moment sucks
**dances**
everything I can't appreciate at the moment sucks
**dances**
Hmmmm
#81 posted by JPL [213.30.139.243] on 2004/05/05 02:11:05
I think I was not very clear....
Sure Death/Black Metal is my prefered one, the more I'm playing...
While mapping, it depends on the context, and I'm not against listening something else like Dance, Techno, "Soft" Rock, or "top50 music", etc....
I'm fully opened to other music style, but I really don't like Reaggae, RNB, Rap, and Soul music... I don't like it but I appreciate some titles from guys like Eminem for example... but not all titles..
When I said it sucks, it was a little bit exagerated, shame on me if some guys were hurt....it was my opinion, and never I will blame the guy who listen these music.... I'll just kill them all in a deathmatch fight.... he he he....
Bleh
#82 posted by Vondur [217.70.16.165] on 2004/05/05 11:46:13
noise/industrial/digital_processin... here :D
and some black/doom metal from time to time :)
Deus - "Mr.Death"
#83 posted by MadFox [212.204.134.20] on 2004/05/05 12:07:47
Mr Death was sipping...
his three hour glass of tea
And while his bones were clicking,
he suddenly looked at me
If there was one question asking,
you'd like from death to see
For always thinking can hurt you,
for always feeling can make you scream to be.
I Prefer
#84 posted by . [68.23.79.179] on 2004/05/05 12:44:57
something quieter, ambient or instrumental.
Contrast
#85 posted by spentron [4.152.72.104] on 2004/05/07 13:39:42
I can be very susceptible to what some might call an ironic combination of music, which in violent games would be something deep and meaningful.
My map Conundrum was highly influenced by the eerie ambient track running almost the whole time and the sort of whimsical thing was then added later, how that works fits the title :). I had the mil-techno Cannon from UT running much of Cats 2, both the Unreal and UT musics were great to pick from even if no one else gets the combination ... there's a sort of Zelda essence to the track each music version keeps going back to every time things start to calm down.
As to odd time signatures, when I first cranked up the Quake demo with King Crimson "Vroom" in the tray not even knowing why it was playing, it was like destiny.

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